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Published by Dragoonmk3, 2023-05-16 18:42:33

Eberron - Player's Guide to Eberron

Eberron - Player's Guide to Eberron

MAGICAL TRADITIONS MODES OF POWER Magic infuses the world of Eberron. It rages high above in the Ring of Siberys that encircles the world. It binds dark and foreboding creatures in the deepest caverns of the underworld of Khyber. It seeps from the land itself, a source of energy as well as a means of bending the laws of reality. Magic, and reliance on magic, shapes and defines the societies of Eberron. For millennia , wizards, sorcerers, clerics, artificers, adepts, and magewrights have brought their talents to bear on the challenges and dangers of the world around them. Their solutions helped humanoid society develop and thrive on Eberron—especially in Khorvaire. The people of Eberron have developed a variety of means to tap into the ever-present power of magic, channelin g it to address their needs through the ages. These various means are reflected in the great magical traditions of the world, past and present. Arcan e institutes, churches, academies, secret cults and cabals—a vast numbe r of organizations have preserved these numerous traditions. The most fundamental distinction in the various practices of magic lies in its source. Arcane Spellcasters draw on the magical energy that surrounds them, unlocking it through careful performance of precise rituals and words of power. Divine Spellcasters draw on magical power accessed through faith and devotion. Artificers work with the magic contained in the structure s of objects, altering the movement of power and freeing channels for magic to flow. Psionic manifesters are not inclined to call their powers magic, but the results are much the same, powered by the manifester's mind. T h e two greatest institutions that preserve traditions of studying arcane magic and artifice, at least in Khorvaire, are the Twelve and the Arcane Congress. Founded fifteen hundred years ago (before there were even twelve recognized dragonmarks), the Twelve is a shinin g example of cooperation among the dragonmarked houses—an arcane foundation intended to study dragonmarks, arcane magic, and artifice. Th e Twelve's studies emphasize the use of magic to improve daily life and, in particular, facilitate the work of the dragonmarked houses for economic gain. The invention of airships and message stations can be credited to the researchers of the Twelve. T h e Arcan e Congress maintain s a somewhat mor e theoretical research emphasis. Th e institution was founded in 15 YK, at least in part because King Galifar did not fully trust the Twelve to keep the best interests of the kingdom (as opposed to the dragonmarked houses) at heart. Like the Twelve, the Arcane Congress has an explicit mandate to improve life through the application of magic. However, the twisting halls and extradimensional spaces of the towers that float above Arcanix are filled with all manne r of experiments and constructs, many of which have no imaginable practical application. The institute's scholars have a particular interest in the planes. While these two organizations are the most importan t centers of magical learning in Khorvaire , they are not the only ones. Th e Passage Institute for the Arcane Arts (see page 102) is a small academy in Aundair dedicated to trainin g Spellcasters throug h field education—primarily adventuring. Atu r Academy in Karrnat h (see page 103) is anothe r small academy, dedicated to what some would call dark arts. Morgrave University and the University of Wynarn both teach magic (or at least its more abstract theories). Rekkenmark Academy in Karrnat h trains Spellcasters for war, producing a numbe r of warmages in continuation of the tradition begun in Cyre during the Last War (see page 97). Each of the great religions of the world maintains its own magical tradition as well (or in the case of the Path of Light, a psionic tradition). While the Blood of Vol has continued ancient traditions of necromancy, the Churc h of the Silver Flame makes extensive use of magic to banish WHAT DO YOU KNOW? Knowledge (arcana) DC 10: The many and varied forms of magic derive from three fundamental sources: arcane energy (used by sorcerers, wizards, bards, and others), divine power (used by clerics, druids, paladins, rangers, and others), and the magic contained in the structures of objects (used by artificers). DC 15: Th e Arcane Congress, founded by Kin g Galifar, and the Twelve, established by the dragonmarke d houses long ago, are the two greatest institutes of magic in Khorvaire . DC 18: Aside from the most commo n users of magic, a numbe r of individuals follow traditions that use magic differently or combine it with othe r skills. Hexblades are warriors who wield arcane power derived from some connection to the Dark Six. Shu¬ genjas are divine casters who revere the dragons of Argonnessen. Spirit shamans and wu je n are Spellcasters, divine and arcane respectively, who are drawn to natur e and commonly found in the Eldeen Reaches. Favored souls are divine casters devoted to individua l deities of the Sovereign Host. Warlocks wield arcane spelllike abilities rumore d to be derived from the rakshasa lords imprisone d in Khyber. Warmage s are arcane casters trained to battle in the Last War. Speilthieves combine arcane magic with stealth to serve as spies and assassins. DC 20: Dragons are said to be the source of magic. They supposedly taught the giants the secrets of their magic, which the n spread throug h their elf slaves to the othe r races of the world. DC 25: Besides the ancient magic of the dragons and giants, other ancient traditions persist: the daelkyr brought their own twisted magic from Xoriat, and the sects of the druids preserve the ancient traditions that were used to battle the daelkyr. DC 30 : A few groups, races, and individuals know secrets of magic that derive from another source entirely: a strange soul energy called incarnum. Practitioners of this magic are called incarnates, soulborns, or totemists.


fiends, exorcise spirits, and censur e the wicked. Th e clerics of Aureo n are as interested in arcane magic as in divine, while the clerics of Onata r are patrons of artifice as well. ANCIENT MAGIC According to both historical record and legend, the dragons granted knowledge of magic to the peoples of Eberron . In ages past, dragon emissaries visited the empire s of the giants and bequeathed to them the most powerful arcane secrets the world has ever known. Their motivation for revealing this knowledge is unclear, but scholars presume that draconi c interpretatio n of the Prophecy demanded that the giants learn this lore. Sixty thousand years before the birt h of Galifar, the giants studied the dragons' gift, while their elf slaves gleaned crumb s from this feast of knowledge. T h e magic of the giants was mighty indeed. Every explorer who penetrates the wilds of Xen'drik to unearth the secrets of the giants return s with some new tale of wonder or artifact of power. Plana r portals, mysterious relics, weapons and armor of tremendous might—all these and more were crafted by the giant artificers of ancient times to be discovered by moder n explorers and admired with awe. Some whisper that the giants built the first warforged, or at least creatures very much like the modern race created durin g the Last War. Some also claim that the giants originally developed the craft of elemental binding, the secrets of which are now guarded by the gnomes of Zilargo. Th e elemental binders of Zilargo have begun a renaissance of this ancient practice, developing airships and elemental galleons as well as weapons and armor that contain boun d elementals. Nongnome mages would pay dearly to acquire the secrets of these elemental binders, but the gnomes guard their techniques closely—for economic reasons above all. T h e empire s of the giants fell, in part due to their misuse of what the dragons had taught them. Whe n the quori invaded Xen'drik, the giants used their mightiest magic to close the planar portal, but this resulted in a cataclysm that shook the foundations of the continent itself, sending plagues and curses across Xen'drik. When the giants turned again to their greatest magic in a desperate attempt to prevent the utter destruction of their civilization, the dragons intervened, attacking the giants in a massive and sudden invasion that dealt the death blow to the giant civilization. The magic of the giants did not die with their empires, however, for the elves had learned at the feet of their masters. Both the elves who fled to Aerena l and the drow who remained in Xen'drik preserved certain elements of it. The drow are rumored to continue the practice of elemental binding, while the elves of Aerena l have a long history of necromantic magic, manifested in two distinct traditions. One of these streams is the magic of the deathless (in both arcane and divine forms), dedicated to preserving the spirits of the race's ancestors in corporeal form. The other stream, traced to the house of Vol, emphasizes the dark magic of the undead. This latter tradition persists in the necromantic magic of Karrnat h and the cult of the Blood of Vol. The daelkyr practice ancient forms of magic that focus on the warping and corruption of other forms of life to pro - duce new aberrations and twisted symbionts—distant echoes of the madness of their home plane, Xoriat. A few mortals have dabbled in the magic of the daelkyr, sacrificing their sanity for the power it offers. These individuals are linked to the Cults of the Dragon Below (see page 87). T h e druids of the Shadow Marches and the Eldeen Reaches practice anothe r ancient tradition of magic, also derived from a draconic source. Sixteen thousand years ago, the black dragon Vvaraak came to the orcs of the Shadow Marches and taught them the druidic lore that became the Gatekeeper tradition. Th e magic of the other druid sects grew from that of the Gatekeepers, and it may have been a Gatekeeper druid who gifted the greatpine Oalian (see pages 57—61) with sentience. INCARNUM Rare types of magic exist that are not arcane or divine, neither psionic nor artifice. These traditions have not been fully codified and classified, even by the scholars of the Twelve. Their secrets are not fully plumbed, their forces are poorly understood, and their sources remain mysterious. Of these traditions, the best understood involves the manipulatio n of a kind of soul energy called incarnum (detailed in Magic of Incarnum). The source of this tradition is difficult to pinpoint. Th e dusklings, native to the plane of Thelanis, use incarnum as part of their reverence for magical beasts—shaping it into masks, cloaks, and other totems to grant themselves the powers wielded by those beasts. Dusklings are rare on the Material Plane, but they do cross over from Thelanis in "thin places" such as those that dot the Eldeen Reaches. There , the duskling traditions have spread, particularly to shifters in the Reaches. The practices of these totemists seem compatible with the beliefs of the druids, and an interesting synthesis of the two traditions seems to be developing among a few shifter communities in the eastern Towering Wood. Similarly, two incarnum-using races inhabit Kapaerian Island, in the northwest of Xen'drik. The lawful, militaristic skarns use incarnum to embody the ideals of a particular alignment—usually law itself, but sometimes good or evil. The flighty, chaotic rilkans, on the other hand, most often become chaos incarnate, with similar leanings toward good and evil. These two races are clearly related (both appear more or less human), but they claim descent from a common ancestor race, the mishtai, which they say inhabited their island during the time of the giant empires. If this claim is true, then this magic of incarnum is a tradition as old as the magic of the giants, perhaps independen t of draconic influence. O n the other hand, it might be a legacy of the quori invasion, brought from the dream realm to the Material Plane, or a separate draconic tradition, taught to the mishtai even as the giants were taught othe r forms of magic. A final possibility is that the mishtai were themselves giants, and the rilkans and skarns are undersized descendants of the giant race who practice a uniqu e form of their ancient magic. Incarnum's presenc e is not limited to these races. Unusua l childre n occasionally bor n to huma n parents display a natura l affinity for this magic. Called azurins, they are drawn to extremes of alignmen t and behavior. Also, a temple in the Endworld Mountain s is dedicated to the Sapphir e Eidolon, which seems to be pur e incarnum. Th e origin of this temple is shrouded in mystery, but it might hold the key to unlockin g the secrets of this strange magic.


THE PASSAGE INSTITUTE FOR THE ARCANE ARTS "Magic is a primal force—it yearns to be wild and free as an eagle or a stag. It is a mistake to study it only in isolated towers and behind locked doors." —Gallo Edgebrand, headmaster of the Passage Institute Most arcane academies treat spellcasting and magical research as subjects best studied unde r isolated, highly regulated conditions. Th e Passage Institute , on the other hand, believes that the place to study, research, and practice magic is out in the world. Rather than developing a new generation of aloof, self-important, arcane snobs, the institute encourages its students to use their skills freely for the good of all—and for personal gain. JOINING THE PASSAGE INSTITUTE Students typically come to the Passage Institute for one of three reasons. Many never demonstrated the magical aptitude to be accepted at one of the more prestigious arcane academies. Some began their training at other schools (such as the Arcane Congress located in nearby Arcanix), but after finding the academic atmosphere stifling, they sought out the Passage Institute for its greater freedom and more relaxed air. Finally, a large numbe r of students come to the Passage Institute simply because the tuition is less than half that of most other schools. The Passage Institute accepts anyone with the interest to study spellcasting, whether they were born with the knack or not. About half its students come from other walks of life and simply want to augment their abilities with basic spellcasting skills. Because it emphasizes work in the field, the atmosphere on campus is filled with stories of exciting exploits and fabulous treasures, rather than excruciating speculation about arcane minutiae . Because much of a student's advanced training is in the field (with the school keeping half of any profits generated by these expeditions), the institute is able to keep fees to a bare minimum. Entr y Requirements: Knowledge (arcana) 2 ranks. Also, a character who is accepted into the institute must pay tuition and fees amounting to 50 gp per year. T h e staff of the Passage Institut e consists mainly of mid-level Spellcasters, but also includes members of other classes who help train students in the more mundane aspects of adventuring. Roughly three quarters of the student body is made up of wizards, and the other one quarter are members of other classes who want to add low-level spellcasting to their repertoire. Introductor y classes are simila r to those found at othe r arcane academies, but are augmented with lessons in elementary dungeoneering . Whe n a student reaches a basic level of proficiency, about half of his or he r course load becomes "practical field exercises." In othe r words, the institut e sends the students out on adventures, even hirin g them out to adventurin g partie s (creating anothe r revenue source for the school). A student graduates once his or he r exploits have netted the institut e a total of 1,000 gp. PASSAGE INSTITUTE BENEFITS Students and faculty are treated as you would imagine they might be at a school that is just as interested (or perhaps more interested) in turnin g a profit as providing a highquality education. Th e housing and meals are adequate, as are the campus facilities. Advanced students are required to take part in two or more practical field exercises per year, either as part of an institute-sponsored expedition or as support hired out to a private adventuring party. Goods: Students and faculty receive access to fully stocked arcane laboratorie s and basic spell components (but nothin g that has a cost of mor e tha n 5 gp pe r use). In addition, students who take part in practical field exercises are allowed to keep half of the treasure or rewards they earn. Services: Th e basic service the institute provides is trainin g in the arcane arts. Beyond that, all members of the faculty are experienced adventurers who are willing to offer advice and even practical help with difficult prob - lems. In addition, the institute hires its students out to private adventuring groups for a fee of 1 00 gp per student per week. Th e students must get a full share of any treasure realized from the adventure, of which the institute claims half. Information : Students at the institute have access to spellbooks containing all commonly known spells, plus a numbe r of rare or even unique spells known or created by faculty members. Access: Since private groups come to the institute to get spellcasting hirelings, all students have access to a variety of unusual sites, activities, and experiences. In the end, each student's experience will be unique. Status: In the general public, students from the institute are afforded the same status as students at any school of magic. Within the academic community, though, the institute has the somewhat tarnished reputation of being mor e of a moneymakin g scheme tha n an organization devoted to advanced study. Alumn i of the institut e are sometimes treated as second-rat e casters, regardless of actual ability. The scholars of the Passage Institute have little respect . . .


ATUR ACADEMY "Evil? Magic is a tool in the wizard's hand, and the wizard must choose whether to use it for good purposes or ill. But magic is not evil in and of itself." —Orthikth e Grim, master of the Atur Academy A small arcane institute is located in Atur, Karrnath's City of Night. Though the city is best known for the Crimson Monastery (its great temple to the Blood of Vol), the Atur Academy has trained wizards, sorcerers, and other arcane Spellcasters for centuries—it has just done so rather quietly. Even in Karrnath, whose armies were bolstered by animated skeletons and zombies during the Last War, the teachings of the Atur Academy are not always met with acceptance and understanding. The masters of the academy are necromancers and warlocks, and the lessons they pass on to their students concern the darkest lore—the magic of the dead, of negative energy, and of demonic binding. JOINING THE ATUR ACADEMY In contrast to the Passage Institute, the Atu r Academy is quite exclusive. Th e heads of the academy look for students they believe have the potential for true greatness, and indeed a few of the greatest Spellcasters in recent history were graduates of Atur. The cost of attending the academy is a barrier to many, though a candidate who can't afford to pay but secures the patronage of a respected spellcaster can hope for a scholarship to defray the cost of tuition. Entry Requirements: Knowledge (arcana) 4 ranks, Spellcraft (4 ranks). Also, a character who is accepted into the academy must pay tuition and fees amounting to 125 gp per year. T h e staff of the academy features some of Karrnath's most prominen t Spellcasters, includin g wizards and sorcerers, warlocks, dread necromancers and archivists (from Heroes of Horror), and even a necrocarnat e (from Magic of Incarnum). Most of the wizards on staff are specialist necromancers or conjurers, including some individuals with exotic prestige classes such as acolyte of the skin or blood magus (from Complete Arcane), pale master or true necromance r (from Libris Mortis), or tainted scholar (from Heroes of Horror). For all its sinister air and questionable practices, the Atur Academy is first and foremost an institution for the study of magic, and it takes that mission seriously. At some level, the heads of the academy seem determined to prove that an interest in the darker side of arcane magic does not necessarily mean that one is corrupt of character or possessed of an inferior intellect. ATUR ACADEMY BENEFITS Once a student has earned a place at the Atur Academy, she is treated as a valuable member of that community. The academy maintains a spacious building in the City of Night (not far from the Crimson Monastery) that has comfortable dormitories, an excellent refectory, large classrooms, and well-appointed laboratories. Goods: Students at the Atu r Academy can purchase goods that can be difficult to find for sale elsewhere. . . . for the necromancers of the Atur Academy Everything from covadish and kieros leaves imported from Aerenal to narstone from the Demon Wastes (see pages 91—92 of the EBERRON Campaign Setting) to body parts can be purchased for an appropriate price. Services: Fundamentally, the Atur Academy provides instruction in the magical arts. If your campaign uses training rules, a student's annual tuition payment covers the training required for advancing levels and learning feats or skills related to the fields taught at the academy. Information: Th e Atu r Academy is a great repository for what is often considered forbidden lore, and its library is one of the great collections of such material. Students have free access to the tomes in the library, which grant a +4 circumstanc e bonus on Knowledge checks related to necromancy, conjuration, evil magic, and the like. Th e faculty of the academy is likewise an excellent resource on such topics, and can make a Knowledge check in any relevant specialty with a bonus of +12 to +15. Th e faculty is the soul of discretion, and students are encouraged to ask anything they need to know without fear of repercussions. Students at the academy also have access to an extensive collection of spellbooks. Wheneve r a wizard student at the academy advances a level, she can choose one of her new spells from any source the DM allows, including supplements suc h as Libris Mortis, Book of Vile Darkness, an d Heroes of Horror. Access: Beneath the academy buildin g sprawls an extensive network of dungeons, including passages leading to old catacombs and areas designed for practicing conjuration in relative isolation. In addition, the academy maintains an extensive network of alumni, former faculty, benefactors, and other interested parties that extends into every major city of the Five Nations. If a student needs safe shelter in one of these cities, or access to spellbooks or other information, a successful DC 20 Gather Information check can put her in contact with this network.


HIGH ELEMENTAL BINDER "I bind fire to scorch my enemies. I bind air to move with the wind. I bind earth to find the secret places. I bind water to dance with the waves. I am their master, and let my enemies quail." —Zallias the high elemental binder A few Spellcasters dabble with elemental binding; high elemental binders (also known simply as high binders) are masters of the craft. As a high binder, you can reach into the planes and immediately draw elemental beings into objects—coating your armo r in stone or your blade in fire. You can also use elementals to power your spells and call them to serve you. You can even bind elementals to your body, harnessing their powers for your own. BECOMING A HIGH ELEMENTAL BINDER The artificer is the easiest path into the high elemental binder class: You gain Craft Wondrous Item as a bonus feat, and Concentration, Knowledge (arcana), and Knowledge (the planes) are class skills for you. Wizards can also meet the entry requirements easily, but have less to gain from the class. Clerics make good high binders, since they benefit greatly from the ability to bind elementals to their weapons and armor. Your key spellcasting ability (Intelligence, Wisdom, or Charisma ) remains your most important ability. Constitution is helpful to maintain your instant binds, while Charisma helps you bind unwilling elementals. Entr y Requirements Spells: Ability to cast 3rd-level spells or infusions Skills: Concentration 8 ranks, Knowledge (arcana) 4 ranks, Knowledge (the planes) 8 ranks Feats: Bind Elemental, Craft Wondrous Item CLASS FEATURES As you advance in level, you gain powers related to binding elementals to your equipment, your spells, and your body. You continue gaining spells in your primary spellcasting class, and you gain an elemental companion that improves as you gain levels. Spellcasting: At every level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a high elemental binder, you must decide to WHAT DO YOU KNOW? Knowledge (arcana) DC 15: Some Spellcasters can instantly reach into the planes and bind elementals to their equipment. DC 20: High elemental binders gain the services of elemental companions and can bind those companions to their weapons, armor, and bodies. DC 25: A high elemental binder's ability to bind his elemental compan - ions to his weapons and armo r has the same general effect as crafting bound-elemental weapons and armor using Khyber dragonshards. Binding an elemental to his body gives him remarkable physical characteristics for the duration of the bind—which is only about a minute . DC 30: Legend says that the halfling Dareth Fasco disguised himself as a gnome and learned the secrets of the high elemental binders in Zilargo, then fled with that knowledge. Supposedly, the Trust is still after him. Knowledge (geography) DC 15: Zilargo has a virtual monopoly on elemental binding. DC 25 : Some of Zilargo's elementa l binders are masters of the craft and can do swift, amazing things with bound elementals. Knowledge (the planes) DC 20: Some Spellcasters have a particular interest in Fernia and Lamannia . They harness the elementals found in those places. T H E HIGH ELEMENTAL BINDER HIT DIE: D6 Bas e Attac k For t Re f Wil l Leve l Bonu s Save Save Save Specia l Spellcastin g 1st +0 +0 +0 +2 Elementa l companio n (Medium) — 2nd +1 +0 +0 +3 Instan t bin d (1/day, weapon) +1 level of existin g spellcasting class 3rd +2 +1 +1 +3 Elementa l companion s (2) +1 level of existing spellcasting class 4th +3 +1 +1 +4 Elementa l companio n (Large), +1 level of existing spellcasting class instan t bin d (2/day) 5th +3 +1 +1 +4 Instan t bin d (armor) +1 level of existing spellcasting class 6th +4 +2 +2 +5 Elementa l companion s (3), +1 level of existing spellcasting class instan t bin d (3/day) 7th +5 +2 +2 +5 Instan t bin d (swift action) +1 level of existing spellcasting class 8th +6 +2 +2 +6 Elementa l companio n (Huge), +1 level of existin g spellcasting class instan t bin d (4/day) spellcasting 9th +6 +3 +3 +6 Elementa l companion s (4) +1 level of existin g spellcasting class 10th +7 +3 +3 +7 Instan t bin d (5/day, body) +1 level of existin g spellcasting class Class Skills (2 + In t modifie r pe r level): Concentration , Craft, Knowledg e (arcana), Knowledg e (the planes), Spellcraft, Use Magic Device.


which class to add each level for the purpose of determining spells per day, caster level, and spells known. You can increase your effective artificer level in this way, even though artificers are not technically Spellcasters. Elemental Companion (Sp): At 1st level, you gain the service of a loyal elemental (your choice of air, earth, fire, or water). The elementals size is Medium when you are 1st level, but it grows larger and more powerful as you gain levels. At 4th level, your elemental companion is Large, and at 8th level it is Huge. When you summon your companion, you can choose for it to appear in a smaller size (to a minimum of Small). Once per day, as a full-round action, you can summon your elemental companion from the plane on which it resides. Th e elemental immediately appears adjacent to you and remains for 2 hours per class level; it can be dismissed at any time as a free action. The companion is the same creature each time it is summoned. Each time it is summoned, it appears in full health, regardless of any damage it might have taken previously. If your elemental companion is reduced to 0 or fewer hit points, it disappears back to its home plane as norma l for a summoned creature. If your elemental companion carries any gear when it disappears, that gear remains behind. At 3rd level, you gain the service of a second elemental; this elemental must be of a different kind from your current elemental companion. When you summon your elemental companion, you can choose to summon either elemental. At 6th level, you gain a third elemental, and at 9th level you gain a fourth elemental; no of these companions can be of the same kind. This ability is the equivalent of a 4th-level spell; your caster level is equal to your highest caster level in any class. Instant Bind (Su): Beginning at 2nd level, you can temporarily bind a nearby elementa l to your weapon, armor, or even yourself without the norma l cost and time requirements. Binding an elemental in this fashion is a standard action; at 7th level it becomes a swift action. It does not provoke attacks of opportunity. Th e bind lasts for a numbe r of rounds equal to your class level + your Con modifier (minimum 1 round). Initially you can use this ability only once per day; as you gain levels you can use it more often, as indicated on the table. An elemental creatur e of the appropriat e kind must be within 30 feet for you to use the ability. (Usually, a high binde r uses his elemental companion for this purpose.) If the creature is unwilling to be bound in this fashion, it receives a Will saving throw to avoid the effect (DC 10 + class level + Cha modifier). If it succeeds, the instant bind fails (though it still counts as a daily use) and that elemental is immun e to your instant bind ability for the next 24 hours. When the instant bind ends, the boun d elemental appears adjacent to you (or in the nearest open space, if there is insufficient space adjacent to you) and can act immediately. If the elemental is a summone d creature , time spent in the bind counts against the duration of the summoning spell or effect; if this duration elapses before the bind ends, the elemental remains bound for the full duration of the bind but disappears immediately after the bind ends. At 2nd level, you can use your instant bind ability to bind an elemental to a weapon you are holding. This grants your weapon one of the following weapon special properties (see Chapter 10 of the EBERRON Campaign Setting), depending on the kind of elemental you bind: burning (fire), earthbound (earth), finesse (air), or waterborn (water). You can't bind more than one elemental to your weapon at one time. If the weapon is destroyed or leaves your hands, the effect ends. At 5th level, you can use your instant bind ability to bind an elemental to a suit of armor you are wearing. This grants your armor one of the following armor special propertie s (see Chapte r 10 of the EBERRON Campaign Setting), dependin g on the kind of elementa l you bind: burning (fire), stonemeld (earth), underwater action (water), or whirlwind (air). You can't bind mor e than one elementa l to your armo r at one time. If the armo r is destroyed or removed, the effect ends. At 10th level, you can use your instant bind ability to bind an elemental to your own body.


This grants you benefits based on the kind of elemental bound. You can't bind more than one elemental to your body at one time. Air: You gain a + 4 dodge bonus to AC and a fly speed of 100 feet (perfect). Earth: You gain a + 4 bonus on melee weapon damage rolls and a +4 bonus on checks to avoid being bull rushed, overrun, or tripped. Fire.- You gain a +4 bonus on initiative checks and Reflex saves. Your unarme d attacks and natural weapons deal an extra 2d6 points of fire damage. Water: You gain temporary hit points equal to twice your HD and a swim speed of 60 feet. PLAYING A HIGH BINDER You have mastered a unique art, and you know it. Othe r Spellcasters can create magic items that bind elementals, and these individuals look up to you. It helps to let them know that you are indeed a master, for they will give you the respect and, hopefully, the space in which to work and develop further techniques. High binders learn their crafts as members of the Inmost, a Zil organization dedicated to understandin g the mysteries of elemental magic, as well as negotiating on good terms with the elementals they bind into vessels and other items. They share membership in this organization with elemental scions, members of a more martially oriented prestige class who learn to master elemental grafts to their own bodies. (This class and the elemental grafts they use are described in Magic of Eberron. Th e text below includes all you need to know about the Inmost, although Magic of Eberron also includes a map of a typical Inmost workshop.) Combat: On e of your greatest strength s is your versatility. In addition to a nearly full complement of spells, which serve a variety of purposes, you can bind different elementals to accomplish different tasks. You can bind fire to your weapon to deal mor e damage, earth to your armo r for protection , and air to your body to make yourself fly. Alternative bindings are good for corner-case situations. When fighting in water, bind water to your armor or weapon, and if you need to swim quickly, bind water to your body. If you encounter a cold creature, binding fire to your armor can both keep you alive and deal extra damage to the creature. When you're fighting on a precarious ledge, bind earth to your body. Your elemental companion provides you with a helpful combatant. Even if it cannot take on enemies alone, it can get in opponents' way, aid your attacks and AC, and provide flanking bonuses to you and your allies. Advancement: It is difficult to learn the Bind Elemental feat without the gnomes of Zilargo knowing about it, even if they are not directly responsible for your training. Th e Inmost, in particular, keeps tabs on everyone who possesses this knowledge, and sometimes seeks out those whose explorations into the art might lead them to the secrets of either a high binde r or an elemental scion. While it might be possible to self-train as a high binder, bargaining and negotiating with elementals to secure a companion and discovering the principles of the instant bind through long trial and error, members of the Inmost have already mastered these techniques and prefer teaching them to their own members rather than watching them proliferate outside the organization's membership. So at some point after you learned the Bind Elemental feat, the members of the Inmost sought you out. They saw your potential to do more with that ability, and detected some desire in you, and decided they would rather have you with them than against them. Once brought into the Inmost, you received extensive training—training that continues for the duration of your advancement in this prestige class. Not until you have mastered the power of merging an elemental with your body is your training considered complete. If you refuse to join the Inmost and pursue your studies independently, then with each level you gain in this class, the agents of the Inmost present a greater threat to you. They do not initially threaten violence, but by the time you learn to instantly bind elementals into your armor (5th level) you are considered an enemy of the Inmost if you have not yet accepted its persistent offers of membership. T h e Trust of Zilargo (see page 68) cooperates with the Inmost to rein in those who, in their terms, "steal their secrets" by practicing high bindin g without belonging to the organization. As you advance in level, be sure to increase your Concentratio n modifier, because odds are you'll see more melee combat than the average wizard. Conside r learnin g flavorful feats that deal with the elements, such as Energy Substitution or Elementa l Spellcasting (from Planar Handbook). Resources: You share a kinship with other high binders, even if you do not work with them directly. You know you are part of an elite group, and you are willing to help your colleagues when they need it. Similarly, they help you. This aid doesn't come in any specific form, but high binders are often mid- to high-level adventurers and can provide money, magic items, spellcasting, or companions. Of course, most expect something in return. HIGH BINDERS IN THE WORLD "Heh. Those other guys think they're good with the elementals. They haven't met my buddy here." —Baylock Deadblade, adventurer High binders offer an excellent way to explore Eberron's magical nature . They take an arcane science and move it to the edges of high fantasy. If you want to emphasize Eberron's magic or introduc e a characte r with powerful and unusua l magic, brin g a high elementa l binde r into the campaign. Daily Life: High binders occupy themselves with the construction of bound-elementa l items. A few work for House Lyrandar or House Orien, building and maintaining the galleons, airships, and lightning rail coaches that those houses rely on. More work in Zilargo, fulfilling contracts that come from those houses, as well as engaging in the creation of smaller-scale magic weapons, armor, and other items that incorporate elementals. But even as many high binders work as artificers and magewrights, nearly as many live a more adventurous life. After all, the greatest strengths of the high binder involve combat, and precious little combat is involved in the manufacture of elemental galleons. These more adventurous high binders adventure from a variety of motivations—some perform missions in the interests of the Trust, the secret police force of Zilargo, while others act only in their own interests.


Notables: Most high binders operat e withi n the Inmost, shroude d in the anonymit y of membershi p in an organization . For that reason, some of the most well-known high binders are those renegades who refuse membership in the Inmost or leave the organization after learning its secrets. Something of a folk hero in this category is a halfling named Dareth Fasco, who— according to legend—disguised himself as a gnome to infiltrate the Inmost and learn their secrets, the n fled the organization after mastering the art of the high binder. Th e stories say the Trust still pursue s Fasco across Khorvaire . Ther e is certainly a grai n of trut h to this legend. However, the Inmost accepts members of all races, so Fasco would have had no need to disguise himself as a gnome—though he might have done it for other reasons. Organization : Th e Inmost is one of the most importan t influence s in the elemental-binding industry that is so important to Zilargo. It is unique in its approach to the elementals it binds: Th e members of the Inmost believe that better results are obtained by negotiating with Symbol of elementals rather than coercing them into service. the Inmost While their ideas initially met with a great deal of resistance, their results are difficult to argue with, and since the end of the Last War their methods and approach have gained wider acceptance. Th e techniques of the high binder depend heavily on this philosophy, which is why members of the class have elemental companions—not elemental servants or slaves. The relationship between a high binder and his elementals is comparable to the relationship between a druid and her animal companion, and no one would accuse a druid of subjecting an animal to involuntary servitude. The leader of the Inmost is Harkra Loivaerl Lonadar (N female gnome wizard 14), who founded the group during the Last War and continue s to steer it while conducting her research in her Korranber g workshop. Harkr a is not inclined toward buildin g elaborate structure s of rigid authority, so the Inmost retains a very limited organiza - tion. Th e members defer to Harkr a and at the same time recognize their most innovative colleagues, respecting their opinions and following their lead because of the proven quality of their ideas rathe r than because of any vested authority they hold. Illivanik Istravar Lonada r (LN male gnome artificer 5/high elemental binder 7) is the high binder closest to Harkra, and the unofficial leader of all high binders. He has not mastered the highest arts that his predecessor in this position knew, and he is very self-conscious about what he does not yet know. At the same time, some have accused him of being more interested in tracking down renegade high binders who have not joined the Inmost than he is in actually expanding his own knowledge and that of the high binders or the Inmost collectively. NPC Reactions The sight of a high binder accompanied by an elemental companion instills in most people at least some degree of respect, so most NPCs rarely greet a high binder with anything worse tha n an indifferent reaction , and they are almost always willing to listen to what the high binder has to say—if only out of respect for his power and the destruction even a Small fire elemental can cause. Members of dragon - marked houses (particularly House Lyranda r and House Orien), gnome s of Zilargo, Other members of the Inmost, and artificers in general hold high binders in high regard and usually have a friendly initial reaction to them. High binders have no inherent enemies by virtue of their class. Th e exception is high binders who have not joined the Inmost, who can be assured of a hostile reaction from any member of the Inmost. HIGH BINDERS IN THE GAME Like elemental scions of Zilargo, high binders often travel by way of airships, elemental galleons, or the lightning rail, and they are rather distinctive—at least once they have any reason to summon their elemental companions. Since high binders are extremely rare, it should come as no surprise that the characters have never encountered one before. If a player character adopts this prestige class, it affords ample opportunity for an artificer to use his unique talents and abilities without turnin g into a magic item factory. The high binder is most interesting to play when situations arise that make unusual bindings into interesting choices—such as fighting in water, fighting cold creatures, or fighting in precarious positions. Particularly if you see a high binder always using the same bindings, look for ways to encourage him to try alternatives. Adaptation: High binders need not be associated with the Inmost. In fact, they could view their elemental companions as mindless slaves and be equally dominating toward the people around them. If you are using Magic of Eberron, it is possible that a high binder could learn to bind elementals to different objects, recreating the effects of certain items in that supplement.


MONASTIC TRADITIONS PERFECTION OF THE BODY Monasteries scattered throughout Khorvaire and Adar serve as places of refuge for stoic individuals who engage in study and text transcription. These scholarly monks prefer reflection and quiet work to the chaos of worldly life. Some monasteries take more active roles in their communities, pro - tecting or ruling through tradition, wisdom, strength, or a combination of all three. The monks in these monasteries pursue physical perfection and mental clarity, seeking to attain divinity through discipline and martial training. These individuals take levels in the monk character class and may leave their cloisters to pursue adventure, hone their skills, and seek worthy challenges. Eberron monastic traditions are many and varied. A great numbe r of monks follow Dol Dorn , and one of his most popula r sects is the Orde r of the Broken Blade. This order's patron is Kalan Desh, a devotee of Dol Dor n who defeated a band of ogres using only her hands, feet, and shattered longsword. Th e Orde r of the Broken Blade is martial and aggressive, focusing on strong attacks with sword and feet. It has great monasteries in Karrnat h and Breland, as well as smaller monasteries spread throughout Khorvaire . Its practitioners tie bright streamers to the hilts of their weapons, using the swirling patterns to distract their enemies. They divide their character levels between fighter and monk (with the Monastic Training feat) and take Whirling Steel Strike and other feats focused on the longsword. Th e order also places great store in learning, and swordbrothers and sisters take ranks in Knowledge (religion) as well as physical skills. The Mockery commands many followers, and his church has a special place for monks. Th e Flayed Han d is the most common monastic order among these gruesome individuals, and its disciples rip the skin from their bodies as part of their initiation. Th e order is secretive, and its members have a grotesque fascination with skin, going so far as to save the skins of their enemies to construc t clothing and masks from it. Th e Flayed Hand's primary monasteries are in Darguun and Droaam. Its initiates take Weapon Focus (kama), Flensing Strike, and ranks in Hide and Move Silently, honing their skills to become assassins. The Brotherhood of the Mystic Fist uses its isolation and camaraderie to develop its members' physical skills and arcane potential. Its members take levels in both monk and sorcerer, using spells such as mage armor, mirror image, and haste to supplement their melee skills. They favor using their fists to deliver touch spells. To identify him- or herself, a membe r of the brotherhoo d wears one black and one crimson glove, each bearing the order's symbol: a clenched fist outlined in flame. Goblinoids have their own monastic orders that trace their roots back to the Dhakaani Empire . Th e shaarat'khesh ("silent knives") is one such order. This group of shadowy goblins swears loyalty to the Dhakaani Throne , but since the thron e has stood empty for centuries, they sell their services to the warring goblinoid clans. They have a reputation for absolute dedication, though they do not assassinate clan leaders or dirge singers. Its members divide their levels between monk and rogue, and often become assassins. Two centurie s ago, a performin g troupe of dancers and acrobats fell unde r persecution . To protect themselves as they traveled, they developed a uniqu e brand of combat that emphasized their athleticism and grew naturally out of their dances. Th e form proved effective and popular, and now the Long Arm has schools throughout Khorvaire's major cities. Its practitioners favor the quarterstaff and can take Weapon Focus (quarterstaff) as their bonus feat at 2nd or 6th level. Th e school's tradition of performance persists, and its uniform includes bright colors and flowing scarves. Its martia l moves are impressive, involving spins, WHAT DO YOU KNOW? Knowledge (religion) DC 10: Many religions include monasteries that train monks in unarmed combat. DC 15: Monks commonly follow Dol Dorn or the Mockery. A few worship the Silver Flame, and some walk the Path of Light. Broken Blade Knowledge (geography) DC 20 : The Orde r of the Broken Blade's primary monasteries are in Karrnat h and Breland. Knowledge (nobility and royalty) DC 25 : Hous e Deneit h has a close relationship with the Orde r of the Broken Blade and regularly employs its practitioners. Knowledge (religion) DC 15: Monks of the Orde r of the Broken Blade focus on the longsword. Their goal is to obtain enlightenment through conflict. DC 20: Thre e ranks exist within the order: initiate , swordbrothe r (or sister), and blademaster. DC 25: To attain the ran k of blade - maste r in the order, a monk must forge his own sword. Flayed Hand Knowledge (geography) DC 20 : The Flayed Hand has monasteries in Droaam and Darguun . Knowledge (religion) DC 15: Th e Flayed Han d is a secre - tive orde r of monk s dedicated to the Mockery. DC 20: Th e orde r focuses on causing its enemies pain, both physical and mental. They mark themselves by peeling the skin from their bodies. DC 25 : Thre e rank s exist withi n the order: initiate , excoriate, and archimandrite . Mystic Fist Knowledge (arcana ) DC 15: The Brotherhood of the Mystic Fist practices a discipline that combines unarme d combat with sorcery. DC 25: Th e brotherhood's symbol is a fist outlined in flame. Its members wear black and red gloves.


DC 30: Ranks in the brotherhood are divided into seven circles; members must prove themselves both martially and magically to advance. Shaarat'Khesh Knowledge (history) DC 25 : Th e shaarat'khes h ("silent knives") is a group of goblinoid monkassassins in Darguun . Th e organization has existed since the days of the Dhakaani Empire . Long Ar m Knowledge (history) DC 20: The Long Arm school of martial arts evolved from a group of traveling performers. Knowledge (nobility and royalty) DC 25: The Long Arm has close ties to House Phiarlan and House Thuranni. Knowledge (religion) DC 20: Long Arm monks wield black quarterstaffs. Their combat style is flashy and impressive. Tashalatora Knowledge (geography) DC 15: Ada r boasts bot h psionic and monastic traditions. Knowledge (psionics) DC 20: Th e Tashalator a combin e unarme d martia l skill with psionic discipline. DC 25: Th e order has no official ranks and is loosely structured. Its masters are eager to take on more disciples. Sudden Willow Strike Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them. This feat is taught and practiced by members of the Long Arm monastic tradition. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Focus (quarterstaff). Benefit: You can use your Stunning Fist feat with quarterstaff attacks. Normal: You can use Stunning Fist only with unarmed attacks, leaps, and flips. Thos e who follow the Long Arm take Weapon Focus (quarterstaff) and Two-Weapon Fighting, and focus their skill ranks in Perform and Tumble . The Tashalatora of Ada r take strength from the Path of Light and attempt to enhanc e both their natura l physical and menta l abilities. They often take levels in psion or psychic warrior as well as monk. Their ultimate goal is to meld their bodies and minds to such a degree that they become the most powerful warriors in the world. My son, I hope this letter finds you well. I am writing because I know of your scholarly interest in Eberron's monastic orders, and you may have access to information that can help me. I have recently uncovered evidence of an order that I believe most are unaware of. This order is not the Flayed Hand, though that group of disfigured monks is fearsome. Nor is it the shaarat'khesh; yes, I know of those secret goblins, though I know little more than the fact that they exist. No, this group is something else. Allow me to explain. A few days ago, during our exploration of the jungles of Xen'drik, my companions and I came to a small campsite. All the explorers in the camp had been slain, but, unfortunate as it is, such an event is not uncommon on the lost continent. What was remarkable was their method of death: Each of the seven campers had his or her head twisted around in a full circle, snapping their necks and tearing the flesh in a gruesome manner. Each also had a symbol burned into the forehead: the skull of a threehorn dinosaur pierced by two spears. Even stranger, though the corpses had obviously been there for a few days, no animals had touched them—not even flies. What do you make of it? Undoubtedly the work of intelligent creatures, and they accomplished it unarmed. Yet who are they, and how do they come by these powers? Some witchery of the drow, perhaps? In any case, though I am regretful to see good men and women so mistreated, I must confess I am excited to solve the mystery! Hope to hear from you soon, son. Your loving father, Magorian Thornwhip, Wayfinder


MORGRAVE UNIVERSITY SCHOLARS AND ADVENTURERS "A beacon of knowledge shining from the tallest towers of the city, illuminating the forgotten secrets of the past." Lord Lareth ir'Morgrave envisioned his university in this way when it first opened its doors in 738 YK in the city of Sharn. From the beginning, though, the university faced suspicions that it was more a cover for smuggling activities than a bona fide institution of higher education. Lord Morgrave had a reputation as a treasure hunter, and rumors followed of how his fortune had been built on profits made selling artifacts and treasures stolen from archeological digs in Darguun, Xen'drik, and other sites. Over the years, the students and faculty of Morgrave University have struggled to help the institution rise above its reputation the way its towers rise above Menthis Plateau. Th e school has the best library in Breland, a museum filled with unique items from aroun d the globe, and a staff of recognized experts who spend almost half their time in the field rather than behind their desks. Of course, detractors point out that the library is nowhere near the equal of those at Wynarn University and Korranberg, that every year more items are stolen from the museum than are put on display, and that members of the staff are better known as black marketeers than scholars. T h e fact of the matter is that most activities at the university are completely legitimate, and a majority of the students and staff are engaged in honest academic work (though many do so in the hopes of earnin g a position at a more reputabl e school). Th e curren t Master, Larria n ir'Morgrave, has made a career of public promises to eradicate all illegal and unethica l activities done in the university's name . Still, items from the archives are routinely sold to private collectors, and the museum's vaults fill to near overflowing with unopened crates from past universitysponsored expeditions while new crates of unspecified "artifacts" arrive nearly every week. Morgrave University, it seems, is a long way from shaking its disreputable past. All that said, a numbe r of professors at Morgrave University have well-deserved reputations as scholars and adventurers of renown. Janik Martell, for example, is an expert on Xen'drik's earliest history, best known for his discovery of Mel-Aqat at the eastern end of Xen'drik's WHAT DO YOU KNOW? Knowledge (arcana) DC 20: Morgrave University has a resident gynosphinx named Flamewind. This creature was discovered on an expedition to Xen'dri k in 996 YK, and she is something of an oracle. Knowledge (history) D C 15: Morgrav e Universit y was founded in 738 Y K by Lord Lareth ir'Morgrave. DC 18: Lord Morgrave was well known as a treasure hunter, a fact that left its stamp on the university as a whole. DC 20: Morgrave University has a reputation for smuggling artifacts from Xen'dri k and selling them on the black market rather than displaying them in the museum. Knowledge (local) DC 10: Morgrave University, with its main campus in Sharn, is known as a place to study Xen'drik. DC 15 : Th e university is situated in the topmost towers of the University District in the Menthis Plateau in Sharn. It has a questionable reputation as a place that puts profits above academics. Besides the university, the University District holds four well-known theaters, a famous concert hall, and the Sharn Oper a House. DC 18: Th e Common s is a plaza atop one of the spires surroundin g Morgrave. It's a great place to grab a bite to eat and engage in long, thoughtful conversation, and it offers a nice view of the city. DC 20: Scandals regularly surfac e about the faculty of Morgrave University selling artifacts on the black market instead of displaying them in the museum. Even so, the collection of the Dezina Museum is quite impressive. Knowledge (religion) DC 15: Despit e the Grea t Hall of Aureon located on the campus of the university, few people associated with Morgrave are known as particularly devout followers of the Sovereign Lord of Knowledge. Even so, people regularly sleep on the floor of the Grea t Hall in hope s of receiving inspiration in their dreams.


great desert Menechtaru n (see page 155). Dala Aran d is a young scholar with a distinguished record of expeditions to Xen'drik, including a possible lead on the location of the Scepter of Fell Khadash (see page 31). Davi Mordath is also young, but particularly distinguished by his research (under the tutelage of Professor Martell) into the serpent cults of Xen'drik (also described on page 31). Sana Dhuma, an aged half-orc, is known for her extensive work among the benevolent yuan-ti of Krezent (in the Talenta Plains), as well as a few brief forays into territory held by yuanti in Xen'drik . As the curren t Master of the university, Larrian is no academic slouch, either—he has published more papers on giant pottery than any othe r scholar, past or present. Though in some sense Morgrave University is a single organization, it might be mor e accurate (at least from a gaming perspective) to describe the many organizations that intersect at Morgrave. Several members of the faculty have connections with the Library of Korranber g (see page 69), the Wayfinder Foundatio n (see the EBERRON Campaign Setting an d Explorer's Handbook), an d th e Twelve (see page 47). Beyond these fundamentally collegial associations, some faculty are known or suspected to have ties to the Orde r of the Emerald Claw, the Aurum, the Dreaming Dark, the Lords of Dust, the Cults of the Dragon Below, and even the Chamber—in short, with just about every organization of any significance in Khorvair e and beyond. All who care about power have an interest in the study of Xen'drik, and nowhere is that interest more focused than at Morgrave. THE CAMPUS Morgrave University is prominently situated in the uppermost levels of the towers of the Menthis Plateau in Sharn, the City of Towers. Th e university owns the buildings in the University District that surrounds the campus proper, renting residences to students and faculty. Th e university also leases business space to the trades and services that keep the university going, from booksellers and stationers to scribes and cartographers. Th e university itself fills Dalannan Tower, which is crowned by the enormous dome of Lareth Hall. Five slender spires (representing and named after the Five Nations) ring Dalannan Tower and house the university's students. At the bottom levels of the university, several large courtyards stretch among the towers, filled with soil carried up from below and seeded with grass and small trees. These courtyards are commonly called the "ground floor" of the campus, despite their being high above the ground of the Menthis Plateau, and they are popular sites for student gatherings, and even class meetings, on the rare occasions that Sharn's notoriously rainy weather lets up. Beyond the courtyards, the "ground floor " contains most of the lecture halls on campus as well as study halls, sub-libraries (mostly focused on books assigned for student reading), dining halls, and some faculty offices. Like most educational institutions, Morgrave is a constant bustle of activity while classes are in session but can seem practically deserted in the evenings, on weekends, and between terms. Even for nonstudents, the university contains resources and information helpful to nearly any pursuit, if you know where to look and whom to ask. Th e following locations represent some of the most popular and versatile resources on the campus. The Bridge: A long, arcing, covered bridge connects Breland Spire and the Commons to Dalannan Tower, where the university's business occurs. On e side of the bridge is lined with shops focused on the needs of Morgrave's students (bookstores, paper makers, clothing and equipment vendors). The other side is an open wall where announcements and notices are posted (job opportunities, campus events, items for sale, and so forth). T he Commons: This large open-air plaza atop Breland Spire is a popula r gatherin g spot for students and staff. Food vendors set up carts ther e every mornin g and sell a wide variety of dishes throughou t the day. In the evening, the Common s is much quieter, and a favorite spot for individuals who want to read, meditate, or have a private conversation. Dezina Museum of Antiquities: Home to Khorvaire's most extensive collection of artifacts from Xen'drik, the museum's displays fill the middle levels of Dalannan Tower. In addition, its vaults span several mor e levels below the museum's public spaces, and they contain hundreds, if not thousands, of unopene d crates. All hold uncataloged treasures, some of which have been there for decades. Great Hall of Aureon: This temple to Aureon, deity of knowledge, is rumored to be a source of divine inspiration. Accordin g to some, a night spent sleeping on the Hall's marble floor provides insight into any problem or dilemma one is currently facing. Th e temple staff is composed of scholars and experts from practically every academic field and discipline. Hadrill Gardens: Aundair Spire is crowned by the magnificent Hadrill Gardens, an extraordinar y display of exotic plants, flowers, and even plant creature s from around the world. Access to the more dangerous plants is restricted to students in the botany department who have permission from a faculty member. Ther e are nine greenhouses (including one devoted to orchids from Xen'drik and Q'barra ) and a large open-air garden that is a popular site for romantic walks and meditation among both students and staff. Lareth Hall: This large domed structure atop Dalannan Tower is the center of campus and holds the university's administrative and faculty offices. It is also home to a gynosphinx named Flamewind—an unexpected find on a recent expedition to Xen'drik. Flamewind claimed that she was waiting for the scholars to find her, and she returned with them to Khorvaire of her own free will. Morgrave University Library: Located just below the dome of Lareth Hall, Morgrave University Library has the most extensive collection of books in Breland. It does not match the library at Korranber g in breadth, but the Morgrave library specializes in the history of Khorvaire and is ru n by gnome expatriates from Zilargo. Students and faculty can use the library for free; all others must pay 1 gp per day for access to its resources. Valdain Museum of Natural History: Underfunded and unappreciated at a university so focused on ancient ruins and relics, the Valdain Museum is nevertheless a fascinating collection of carefully stuffed and mounted animals from across Khorvair e and beyond. Th e exhibits go far beyond mundane animals to include a wide variety of magical beasts, from blink dogs and displacer beasts to a great bulette, and an enormous dragon skeleton hangs from the ceiling above the museum entrance. Th e Valdain Museum is located near the top of Karrnat h Spire.


MORGRAVE OUTREACH ASSOCIATION "Sure, you get to travel to exciting locales and uncover lost treasure. Sure, sometimes some of that treasure winds up in you r saddlebag. But really it's all about helping the kids." —Engar "Flat Nose" Trumbell, senior adjunct regional instructor, Morgrave Outreach Association Morgrave University constantly sends expeditions to the four corners of the world to dig up ancient treasure, but its faculty members are just a bunch of weak-kneed scholars. They don't know how to get along in the world. That's why they bring along people with what they call "experience in the field." They bring the maps and do the digging—you just make sure they don't get killed, then take your cut. But it's tough to make the right contacts to get those gigs. It's a mean old world out there, and they only want people they can trust. That's why they come to the Morgrave Outreach Association whenever they can. Once you're in here, you'll never lack for good-paying work again. JOINING THE OUTREACH ASSOCIATION The Morgrave Outreach Association is a guild for adventurers who are interested in acting as guides, guards, and field experts for academic expeditions sponsored by Morgrave University. Their main guildhall is in the University District of Sharn near the Morgrave campus. (The building is owned by the university, but is leased to the association for a reasonable fee.) Large guildhalls stand in Stormreach, Regalport, and Stormhome, with smaller regional guildhalls found in virtually any town or port from which a Morgrave expedition is likely to depart. Becoming a member is relatively easy. Th e association isn't particular about ability, nationality, political persuasion, or even interpersonal skills. They only care about two things—whether or not you can hold your own in the wild, and whether or not you can be trusted to lead a group. The university pays to get expert advisors, and it will stop paying if association members prove to be less competent than the students they're guiding. Likewise, the university will take its business elsewhere if association guides abandon their groups at the first sign of trouble—or worse, lead them into the wild only to kill them, steal their equipment, and leave their bodies to rot. Once you've convinced the captain of the master guildhall to take you into the association, you must pay 100 gp in dues. (The association assumes that if you can't afford the fee, you likely aren't much of an adventurer.) For this sum, you receive a small medallion that identifies you as a member of the association for one year. The medallion changes from year to year (one year it might be an eagle cast from bronze ; the next, a silver coin), and you must pay 100 gp to replace it each year. Possession of a current medallion is considered proof of membership. Entr y Requirements: 6th level in any class. The Morgrave Outreach Association functions much like an adventurers guild. In other words, each class fills exactly the same niche it does when the characters are adventuring on their own, with the only difference being that in addition to their own welfare, they are also responsible for a group of students and faculty from Morgrave University. T h e association does not provide any special trainin g to its members, since it expects them to have enough experience to take care of themselves. It does, however, provide informatio n about the natur e of its association with Morgrave University and what standards of behavior and professionalism the association expects of its representatives while in the field. Basically, this behavior amounts to protecting the faculty and students from animals, monsters, natura l disasters, and competin g academic parties. It does not, however, include protectin g those academics from their own foolhardiness. Association members are expected to be civil to university personnel—except if they prove really annoying, when it's okay to scare them a little. If anything does WHAT DO YOU KNOW Knowledge (dungeoneering) DC 15: Th e Morgrave Outreach Association is an adventurers guild with ties to Morgrave University. DC 25: Th e Outreach Association pro - vides adventurers with lucrative university contracts involving escorting scholars and students on dangerous journeys. If you want to work as a guide or bodyguard, and don't mind coddling some weak-kneed academics, it's good work. Knowledge (local) DC 10: Morgrave University has a reputation as a place to study the history of Xen'drik , and it sponsors a large numbe r of academi c expedition s to Xen'dri k and othe r dangerou s locales. Th e university often employs adventurers as bodyguards and guides on such expeditions. DC 15: Th e Morgrave Outreach Association is an organization tied to Morgrave University. It is a general internshi p or apprenticeship pro - gram connecting students with non - academic mentors. DC 20: More accurately, the Outreach Association is basically an adventurers guild that receives regula r contracts to escort university expeditions of scholars and students on dangerous expeditions—often to Xen'drik , but sometimes closer to home . Th e university pays the association to provide what are essentially guides and bodyguards to these expeditions. DC 25: The Morgrave Outreach Association's mai n guildhall is in the University Distric t of Sharn , nea r campus. It also maintain s guild - halls in Stormreach, Regalport, and Stormhome , as well as smaller halls in other towns and ports near sites of interest to Morgrave scholars. Knowledge (nobility and royalty) DC 30: Th e Morgrave Outreach Association fell on bad times shortly after the end of the Last War, when it was blamed for the disappearance of one of King Boranel's nephews, Lujaad ir'Wynarn, in the wilds of Xen'drik. The association seems to have recovered from that scandal, and it is said that Lujaad is none othe r tha n the infamous sky pirate whose exploits r u n in several chronicles.


go catastrophically wrong, the association membe r must report the incident to the nearest guildhall. Failure to do so is considered dereliction of duty and is ground s for expulsion from the association. Th e catastrophe will also be blamed on the membe r in question when reported to the prope r authorities. ASSOCIATION BENEFITS Being a member of the Morgrave Outreach Association is, in many ways, its own reward. Tha t is, you do not get anything in particular from your membership other than the chance to participate in expeditions that have a high likelihood of being exciting and profitable. What you make of those opportunities is up to you. At the university's expense, the association provides you with equipment, information, and other necessities for the successful completion of each assignment. Beyond that, though, you are left very much to your own devices. Goods: Th e only item that every membe r of the association receives (upon payment of the association dues) is the membership medallion, which allows them to take on assignments. Beyond that, a membe r receives whatever gear Morgrave University deems necessary for a particu - lar assignment, plus a weekly stipend (also decided by the university). Members have very little room for negotiating better rates or more equipment, but better access (see below) can often be arranged. Services: Each guildhall has connections to local laborers who are willing to hire on for an expedition. Th e association takes care of their salaries. Arrangements can be made for more highly skilled help (Spellcasters or other trained characters), but paying for those services could reduce the stipend paid to association members. Information: Th e association gives its members all available information about the particula r sites, regions, and countries they are sent to. However, this information is sometimes compromised, since it is provided by Morgrave University, and the university guards its secrets jealously. The association makes every effort to confirm the information before presenting the details to its members. Access: Most important, membership in the the association provides valuable access to historic sites, ancient ruins, and newly discovered natural or magical phenomena. Because the expeditions approve of a reasonable level of profit sharing, a membe r of the association can walk away from every assignment with a significant bonus, whether in the form of treasure, antiquities, or magic equipment. PLAYING AN OUTREACH ASSOCIATION MEMBER Ther e are as many reasons to join the Morgrave Outreach Association as there are reasons to live the life of an adventurer. Members of the organization have proven their capability unde r fire and have a broad range of experience in the wilder parts of the world. They are more likely to trust their instincts than the book knowledge of academics, and that's exactly the expertise that the Morgrave expeditions look for (even if faculty members sometimes rankle at being told what to do by "undereducated, grime-encrusted thugs with no sense of history or the importanc e of the university's work"). A membe r will have very little contact with the association except to pick up new assignments and report the results of completed ones. The association exists as a kind of broker, allowing academic groups to meet individuals with practical expertise. It has no particula r agenda, nor any interest in helping its members do anything other than make a steady living. Members of the association are competent and trustworthy, and an assignment taken from the association is likely to be straightforward and unencumbered by political machinations or hidden dangers (other than those found in the wild). Combat: Th e Morgrave Outreach association does not have any particular style of fighting. In fact, each individual or group is expected to have its own developed techniques, proven by success in earlier adventures. Advancement: In most instances, the association does not actively recruit new members. Its reputation for pro - viding high-paying, relatively low-risk assignments is well known among the adventuring community (as is Morgrave University's reputation for allowing members of its expeditions to pocket the occasional valuable item). Although the association is always willing to accept new members, the fact is that it has enough current members to fill most available assignments. Th e only time this might not be the case is if an expedition shows up unexpectedly at one of the smaller guildhalls. Th e local guildmaste r might then actively recruit the most competent, reliable help currently available in the area. Once you have paid your membership dues, what you get out of the Morgrave Outreach Association is up to you. Expeditions leave from most guildhalls at least once a month (and several times per week at the larger sites such as Stormreach). Assignments can vary in length from a week or two (if the group is simply doing a survey of a historic site) to several months (for an extended excavation or renovation of a large site). Occasionally, extended assignments might last for a year or more. These journeys focus on exploration, mapping, or the study of a particular culture. T h e association encourages members to be selective when choosing assignments. Onc e an expedition is unde r way, an association membe r is expected to see it through to completion no matter what circumstances might arise. It is unacceptable to abandon faculty and students for any reason, so choosing a mission and group that you will find palatable is important. Because all assignments are performed for teams from Morgrave University, faculty and students returnin g to Sharn will carry word of how easy or difficult an association membe r is to work with. After completing a few successful missions, a membe r (or group of members) might develop a reputation among the university staff. This could result in future expeditions specifically requesting to work with particular members of the association. Missions: Assignments usually fall into one of three categories—exploration, cultivation, or communication. Exploration assignments are those in which an academic group is visiting a site for the first time or traveling through uncharte d territory to identify sites suitable for future exploration. Cultivation missions involve taking a team of faculty and students to thoroughly examine a site and collect interestin g specimens, artifacts, and art objects. This is the most commo n type of assignment, and the most lucrative as well. A mission of communicatio n is one in which the university team meets with representa - tives of a foreign culture . This might mean living with a remot e tribe , or could involve negotiating with foreign


governments or warlords for the right to send future expeditions into their territories. THE MORGRAVE OUTREACH ASSOCIATION IN THE WORLD "No matter how many treatises a student reads on a subject or a site, the most important information comes from spending time with someone who has actually been there and returned to tell the tale. Our expeditions are always more rewarding thanks to the Outreach Association. Sometimes experience really is the best teacher." —Larrian ir'Morgrave, Master of Morgrave University The Morgrave Outreach Association is a convenient way to give player characters access to a wide range of adventures and locations. Practically any adventure can be framed as part of a university-sponsored expedition, and the PCs will always know where to go when they find themselves with idle time. The promise of pay over and above a share of any treasure found gives the PCs incentive to take part in adventures they might otherwise have no reason to accept. Th e association also provides a way to introduce new PCs and supporting characters so that existing PCs have a legitimate reason to accept and trust them. Organization: The Morgrave Outreach Association is, at best, a loose affiliation. Members do not have any need to gather in great numbers, nor are they expected to make any special commitment to the group. They pay their dues and take assignments whenever it suits their taste. Th e PCs can function as a whole unit, or can team up with other association members when an assignment requires a specific skill set they do not possess. T h e association is ru n from the main guildhall in Sharn's University District. Assignments are handed out from there or sent to regional guildhalls to be filled locally. Many members never visit the main guildhall, taking assignments only through their local branch. More widely traveled members, however, might visit dozens of different guildhalls—stopping in whenever their wanderings bring them to a town that houses one, performing an assignment or two, then moving on to their next destination. NPC Reactions The general populace knows very little about the Morgrave Outreach Association, and most people simply assume that it has something to do with Morgrave University. Scholars from other universities and institutions likely treat association members with the same disdain they feel for Morgrave itself. Adventurers might either be interested in finding out how to become members, or show contempt for anyone who takes on such mercenary work. T h e association does not have any enemies per se, but various scholarly groups hold it in very poor regard. If the university representatives at a local site are seen to be removing, defacing, or trespassing on property held in high regard by the local populace, they and their associates could become targets of derision, ostracism, or even violence. THE MORGRAVE OUTREACH ASSOCIATION IN YOUR GAME T h e Morgrave Outreac h Association is not the sort of organization that draws a lot of attention to itself. As such, the association can easily function in the background of a campaign, with the heroes not even hearing about it until they meet an expedition in the field or a local guildhall master offers them an assignment. The DM can introduce the option of membership only when the PCs are ready for it, or make it (and its lucrative assignments) something that lower-level PCs aspire to. Once the PCs have joined the association, the best way to keep them happy is to provide a steady stream of assignments for them to take. If these assignments offer increasingly better pay, provide the chance to explore interesting and unique locations, and introduce important NPCs, the characters will feel their membership is worthwhile. Adaptation: If your campaign does not feature Morgrave University, simply change the association into a more generic adventurers guild. Rather than focusing entirely on academic expeditions, the guild would be an organization that any group or person could approach to hire a group of seasoned adventurers for any sort of mission. Encounters: Encounters can vary widely from assignment to assignment, covering a wide range of possible expeditions. Commo n missions include exploring a newly discovered ancient temple , capturin g a rar e species of anima l or monster, investigating a mysterious natura l or magical phenomenon , and searchin g for a previous expedition that has gone missing. Typical Association Guildhall Guildhalls are usually two- or three-story buildings that resemble inns or private residences. They have a small staff (sometimes consisting solely of the hall's master) and are not long on comfort. They do, however, provide access to the bare essentials. Association members, university faculty, and their guests can gather comfortably in the common room. Members can stay in the upstairs rooms for one or two days at a time for no fee (extended stays cost the same as renting a room at an inn). Th e hall is decorated with paintings and trophies from association expeditions. Every guildhall has maps of the local region, descriptions of known dangers, basic medical supplies, and a supply of master work weapons. A well-stocked guildhall might have such amenities as a kitchen and cook, ale, wine, and other spirits, a healer, and local guides. Most guildhalls have connections to local smiths, healers, and merchants who provide association members with discounted services. An association guildhall can make a good base of operations for a group of PCs. They will always be welcome, they always have a source of work, and they can meet trustworthy NPCs who will carry news of other adventures and events in the world. Indeed, if the PCs decide to settle in a specific town or region, they might be able to become the masters of the local guildhall, or open a new hall of their own. MORGRAVE UNIVERSITY FACULTY T h e professors of Morgrave University might not stand as shinin g exemplars at the top of their fields, but many of them are at least colorful characters. In addition to those mentione d on pages 110 and 111, adventurers might come into contact with any of these faculty members from time to time . Ghash Duurkat: Though he has not yet been awarded a professorship (he carries the title of Lecturer), Ghash Duurkat is something of a popular sensation at Morgrave. A hobgoblin who wears traditiona l battle armor to every


class, Duurkat is a boistrous lecturer, but behind the theatrics is a solid knowledge of Dhakaani history that rivals that of Professor Vieran (see below). It is possible that more rumors spread around the university every year concerning the exploits of Ghash Duurkat than about any other member of the Morgrave community. Kona Erran: Professor Erran is the head of the botany departmen t and master of the Hadrill Gardens (see page 111). A drui d and a former adventurer, she is known to have ties with the Greensinger sect and—like that sect as a whole—she is regarded as a figure of mystery. Flamewind: Not technically a member of the university faculty, the gynosphinx called Flamewind is certainly one of the most interesting characters on the campus. She accompanied a recent expedition back from Xen'drik, and has taken up residence at the top of Lareth Hall's great dome. She frequently summons adventurers to her chamber and sends them on cryptic missions, and she is said to have oracular powers. She is also known to have studied the draconic Prophecy. Alain Gourthan: Professor Gourtha n has yet to make any dramatic discoveries, and that fact seems to grate on his nerves. His academic knowledge is superior to that of many of his colleagues, and he is known as an excellent lecturer, but his lack of significant field experience has held him back. Word is circulating that he plans a truly ambitious expedition to the far south of Xen'drik, which will almost certainly either make or break his career. Sendor Reddick: Professor Reddick is a taxidermist as well as a noted scholar in the field of anima l biology. As curator of the Valdain Museum of Natural History, Reddick pays handsomely for well-preserved specimens of unusual creatures, though he prefers to stuff them himself. Some whisper that he dabbles in necromancy. Danid Vieran: On e of the world's leading experts on the ancient Dhakaani Empire , and particularly the shinin g city of Ja'shaarat (which now lies buried beneath the deepest levels of Sharn), Professor Vieran is a bitter man. Thoug h he views his work as profoundly significant to the moder n city, and it is easily accessible even to the commo n populace , his research is constantly overshadowed by the more flashy and popula r work being done in Xen'drik . His popularity among the students of the university certainly suffers because he is a terribl e lecture r and generally a bore . Zophik: Widely regarded as mad, Professor Zophik (she no longer uses her first name) has earned the right to some eccentricity. He r field is the Age of Demons, and she has supposedly traveled to ancient Ashtakala and survived, though not unscarred.


THE MOURNLAND DEVASTATION EVERYWHERE The Mournlan d was once the huma n nation of Cyre, but on the Day of Mourning in 994 YK a cataclysm of unknown origin wiped out its people and ravaged the cities and countryside. Now the once-noble nation is dead, its land fused and barren. Lingering magic effects strew chaos across the jagged landscape and living spells, twisted monsters, and stranger things roam its crags. Nature is suppressed within its borders; neithe r magical nor natural healing functions, and dead bodies remain fresh and undisturbed. Th e Lord of Blades gathers militant warforged in some hidden stronghold. Despite these dangers, the Mournlan d has much to offer: Relics lie within its ruins, and many seek an answer to the mystery of the Mournland's creation. T h e first obstacle that any visitor to the Mournlan d faces is the dead-gray mist that surround s it. Th e mist is disorienting, and travelers within it grow weary and depressed. Some areas of the mist display this property mor e strongly than others. Thes e areas are a darker gray than the surroundin g mist—a characte r can note the difference with a DC 10 Spot check and identify its significance with a DC 20 Knowledge (geography) check. Traveling within these areas forces characters to make Will saves each hou r (DC 15, + 1 per hour). Failur e indicates that a character becomes fatigued, and remains that way until he leaves the mist. After penetratin g the dead-gray mist, adventurers face numerou s other obstacles. T h e Lord of Blades, a charismatic warforged prophet, holds court somewhere in the Mournland. Though no one knows where he makes his base, his patrols scour the land. Warforged operate more freely in the Mournland than do living creatures, because their repair spells function normally. Those who follow the Lord of Blades have no pity or mercy for their living counterparts, and encounters with these warforged usually end in drawn blades. Warped monsters wander the Mournland. These creatures take many forms. Some are amalgamations of several different creatures, sporting numerous limbs and bulging with muscle. Others have features not normally seen in their kind, such as wings or stinging tails. Perhaps the most dangerous are those whose mental faculties have improved, allowing them to gather less able creatures about them and carve temporary territories in the shattered land. Adventurers who overcome the Mournland's dangers are privy to its mysteries. Two of the Mournland's most unusual features are the Glowing Chasm and the Glass Plateau. Between these two areas is the Stagnation, a flat and moribund lake that gives off a faint blue iridescence. Skeletons lie half submerged along its shore, their bones causing not a ripple in the syrup-thick water. Th e water smells of dying things but tastes, so some claim, of honeysuckle and lavender with a hin t of something sweeter. Some say that those who imbibe the stuff without retching can take the Mournland's magic into themselves, changing into something stronger than they were before. Also within the Mournlan d is the Mile-Mark Station. This ruin was once a lightning rail station at the junctio n of two tracks; now, it is half fallen into rubble, though the great clock in its tower still functions properly. A lightning rail coach, bodies spilling from its attached carts, is crashed into the station's side. Th e building's interio r is scorched, and the bodies of hundred s of civilians—mostly childre n and the elderly—are heaped inside, their wounds still fresh. Only a handful of them appear to have burne d to death, leaving explorers to guess how the corpses ended up here . Rumors say that the ghosts of the lightning rail coach passengers appear every night, racing away into the darkness with mad cackles. WHAT DO YOU KNOW? Knowledge (arcana) DC 10: Mysterious lingering magical effects make the Mournlan d hazardous and unpredictable. DC 15: The Day of Mournin g had many strange repercussions. It gave life and a degree of sentience to some spells, which wander the Mournlan d today. It changed and twisted its native monsters, which also pose a danger. DC 20: Rumor has it that the secrets of the Day of Mournin g can be found beneath the Glass Plateau, an area of fused and jagged glass where living spells congregate. Knowledge (geography) DC 5: Th e Mournlan d was once Cyre. DC 10: A disaster on the Day of Mourn - ing killed all intelligent life in Cyre. Knowledge (history) DC 10: Cyre was destroyed by an arcane cataclysm in 994 YK, on what is now called the Day of Mourning. DC 15: Cyran ruins cover the landscape of the Mournland. Knowledge (local) DC 15: Th e Mournlan d is unclaimed and, for the most part, uncontested. A colony of militant warforged and a few treasure-seeking expeditions are its only nods toward civilization. Knowledge (nature) DC 10: Travelers are easily lost in the dead-gray mist that surround s the Mournland. DC 15: Natural healing does not function in the Mournland, nor does natural decay. The dead lie where they fell years ago, looking as they did then. Knowledge (nobility and royalty) DC 10: Cyre was the headquarters of House Cannith . Th e Day of Mourn - ing devastated the house and split it into factions. DC 20: House Phiarlann was also based in Cyre. Its leaders were conspicuously absent on the Day of Mourning. Knowledge (religion) DC 15: Spells of the healing subschool do not function in the Mournland. DC 18: Many warforged see the Lord of Blades as a religious figure. They take his words as doctrine.


So You Wan t to Ente r th e Mournland ? By Hathius Rote Excerpted from the Korranberg Chronicle, Zolday, Dravago 4th Greetings, good reader! If you are perusing this article, you are probably considering entering the Mournland in search of treasure and fame. You must already know the dangers you'll face—living spells, becoming lost in the dead-gray mist, encountering warped monsters and lingering magic effects, and runnin g afoul of rogue warforged, to name a few—and I don't imagine that I will be able to dissuade you. Instead, take heed, for I will tell you what you need to know if you are to return from your expedition. The most important thing that you must understand is that you will be unable to heal in the Mournland. Neither natural nor magical healing functions in that blasted place. However, the druid spell goodberry seems unaffected in the Mournland. Also, a paladin's ability to heal wounds by laying on hands is not affected. Magic that allows extradimensional travel is valuable, because you can heal (and be healed) while in that otherworldly space. If your expedition includes warforged, they should have little trouble; spells that repair constructs do function in the Mournland. After properly outfitting yourself, the first obstacle you will encounter is the dead-gray mist that surrounds the Mournland. You might find that you become saddened and listless within the mist—do not doubt your heroism, my friend, for the mist is magical, and these feelings come from outside forces! Certain patches of the mist carry this enchantment heavily—watch out for the dark gray areas and avoid them. The mist is also disorienting. This reporter has heard many tales of expeditions that got lost in the mist and were never seen again. That's pretty much all the help I can give you for now. Good luck, brave adventurer, and watch for my next essay: "So You Want to Enter the Demon Wastes?" ARCANE STEEL Cyre was home to House Cannith, the humans who possess the Mark of Making. The warforged are their most famous creation, but these living constructs are not Cannith's only accomplishment. Cannith mines and forges dotted Cyre, and workers constantly unearthed ore, refined it, and shaped it into the latest Cannith masterpieces. When the Day of Mourning came, the metals that were in the process of being refined absorbed the catastrophe's arcane power. Now, ingots and chunks of this magically imbued substance lie scattered throughout the Mournland. Scholars have termed this material cyrite. Cyrite resembles steel but is slightly darker. Multicolored lines run over its surface and pulse with strange light. It is as heavy as steel, holds an edge just as well, and retains some magic essence from its odd genesis. Smiths and adventurers value cyrite for its use in weapons and armor. Weapons fashioned from cyrite count as magic weapons for the purpose of overcoming damage reduction. Armor made from cyrite absorbs magical energy and grants its wearer a +1 resistance bonus on saving throws against spells and spell-like abilities. Cyrite shields provide no special benefit, Items without metal parts, such as clubs, cannot be made from cyrite. Cyrite loses all its special properties in an antimagic field or similar area. Weapons, armor and shields that are made of cyrite have the same hit points and hardness as they do when made from metal of a normal sort (typically steel). Type of Cyrite Item Item Cost Modifier Ammunition +5 gp Armor +500 gp Weapon +250 gp Raw cyrite 10 gp per pound The above features apply to most examples of cyrite that explorers have discovered. Rumors speak of other forms of cyrite with different properties.


ORCS THE LAND OF THE SHADOWS Hidde n behin d Droaam, the region known as the Shadow Marches has been isolated from the events that shaped Khorvaire . Th e War of the Mark and the rise of the dragonmarke d houses, the formation of Galifar—even the Last War itself—had little direct impact on the distant Marches. Today, the Shadow Marches are not recognized as a nation by the Treaty of Thronehold , and no central government exists there. Th e denizens of the Shadow Marches are split into two primary groups: those who are members of tribes, and those who are members of clans. T h e tribe s are primitive, and largely composed of orcs. Their traditions date back thousands of years before the arrival of humanity in Khorvaire, and many of the tribesfolk believe that humans and members of the other races can never understand their ways. As a result, they prefer to be left in solitude—and those who follow the Dragon Below can be quite dangerous if their privacy is violated. T h e clan s are the more civilized inhabitants of the region. When huma n refugees arrived from Sarlona fifteen hundre d years ago, they brought Riedran customs with them. Whil e a numbe r of the orc tribes fought against these strangers (as some still do), many embraced the newcomers, forming an intriguin g blend of huma n and orc cultures. While a few clans remai n entirely human , the majority include humans, orcs, and their half-ore offspring. Th e Marchers are a proud folk, and they take bonds of blood seriously. Foreigners must be careful in dealing with the clans, for any insult to a family member will likely be taken as an affront against the entire clan. THE ORCS OF THE MARCHES The orcs are one of the oldest races in Khorvaire, with a history stretching back some thirty thousand years. While they are not as cunnin g or as wise as humans, the orcs of the western coast have always been a deeply spiritual people. Even among the clans, where the traditions of humanity have had a strong influence on their culture, the orcs remain strong and unswerving in their faith. Th e majority of the clerics, adepts, and druids found in the Shadow Marches are orcs or half-ores. Today, the faith of the orcs is split between the path of the Gatekeepers and that of the Dragon Below. Those who follow the Gatekeepers do not necessarily know of the daelkyr or the ancient wars, but they believe in the power of natur e and the duty of the orcs to remain close to their wild roots. The Gatekeeper barbarians celebrate this bond, and their rage is a manifestation of this primal connection. Th e Dragon Below cultists are all too often touched by madness, or believe that all power and glory flows from Khyber and Xoriat. The rage of a cultist barbarian is a terrifying thing—pure madness concentrated into martial fury. Orcs of the isolationist tribes believe that humans and orcs have no common ground because orcs were the first inhabitants of the land, and only an orc can truly bond to Khorvaire . However, the orcs of the clans see human s as their brothers and sisters—smaller and weaker, perhaps, but valued for their cunnin g and quick wits. LIFE ON THE FRONTIER The Shadow Marches have a larger human population than Droaam, and considerable wealth can be found in this land—from vast fields of Eberron dragonshards to ancient treasures hidden in the ruins of the daelkyr. Furthermore , it is far from the reach of the laws of other nations. A fugitive on the ru n from the King's Citadel can find security in the shadows of Zarasha'ak without giving up huma n company. Th e Shadow Marches have never been bound by the Code of Galifar, and even the sentinel marshals have no authority in this region. WHAT DO YOU KNOW? Knowledge (geography) DC 10: Th e region called the Shadow Marches contains areas of fetid swamp and deep jungle, with little civilization to speak of. The inhabitants are human s and orcs, and travelers are not always welcome. DC 15: One major city is in the Marches: Zarasha'ak, which can be reached by water along the southern coastline. Knowledge (history) DC 10: Th e huma n inhabitants of the Shadow Marches came from Sarlona approximately 1,500 years ago. While some orcs and humans still fear and hate one another, most Marcher clans include both humans and orcs. DC 15: Th e Shadow Marches suffered terribly in an extraplanar incursion that occurred thousands of years ago, and this is said to be the source of the monsters that haunt the land. Knowledge (nature) DC 10: Th e Shadow Marches hold many deposits of Eberron dragonshards. DC 15: Strange plants grow in the marshes. Hathil root, for example, is said to be good for enhancing spells of transmutation. Knowledge (nobility and royalty) DC 10: Th e city of Zarasha'ak is the seat of House Tharashk. DC 15: House Tharashk is the youngest dragonmarked house, and it is not a family as such; it is an alliance formed from a numbe r of different Marcher clans, all of whom share the mark. Knowledge (the planes) DC 15: The Shadow Marches were one of the beachheads during the ancient daelkyr incursion. Ruins dot the area, as well as a large numbe r of manifest zones linked to Kythri and Xoriat. Knowledge (religion) DC 15: While the Marchers have some analogues for the Sovereign Host, the main religions of the area are the Cults of the Dragon Below and the druidic tradition of the Gatekeepers. The Khyber cults scattered across the Marches are foes of one another; as a result, Marcher cultists initially conceal their true beliefs from visitors.


Even as this isolation provides security for the fugitive, however, it can be dangerous for the adventurer. Ther e is no unified law in the land, and each clan or tribe rules its territory as it chooses. Most Marcher villages have a sheriff who holds the full authority of law. If adventurers challenge or kill a sheriff, they have committed a mortal crime against his people—a crime that calls for blood vengeance from them and any of their allies. ORCS BEYOND THE MARCHES T h e Shadow Marches are not the only place in Khorvair e where orcs are found, although the orcs of the Marches (as well as those in the Eldeen Reaches, who are essentially an offshoot of the Marches culture ) are by far the most civilized of their kind. Th e orc tribes of the Demon Wastes are noble barbarians, who undertak e a sacred charge to prevent any evil from leaving their homelan d (see Th e Demo n Wastes on page 34). Th e orcs of Droaam have been reduced to a state simila r to that of the othe r natives of the monste r nation—they hold goblins as slaves and are bruta l and corrupt. Th e Jhorash'ta r orcs of the Mro r Holds are savage and violent, raidin g the dwarves at every opportunit y in retaliation for ancient wrongs. T h e Jhorash'ta r are typical of the orcs of Eastern Khorvaire, in the few places where remnants of their ancient tribes still exist. HALF-ORCS: THE JHORGUN'TAAL Many of the people of the Five Nations are uncomfortable aroun d half-ore s and find the idea of human s and orcs crossbreeding to be vile and distasteful. Such beliefs have never found root in the Shadow Marches, though, and those orcs who chose to welcome human - ity to their land were quick to mate with the newcomers. Thos e who followed the druidi c paths knew that hybrids are often the strongest plants, while the Khybe r cultists have always seen change as a path to power. In the Marches, half-ore s are celebrated; they are called jhorgun'taal, "childre n of two bloods. " Blood is everything to the clans, and the jhorgun'taa l are the proof that orc and huma n are kin. They have the strong spirituality of their orc forebears and the wisdom of humanity, and as such many of the greatest druid s and priests are half-ores. T h e jhorgun'taa l perform importan t tasks in the Marches, for while they are not as clever or charmin g as their huma n kin, they have the trust of both races. As a result, the sheriff of a muck-minin g town is mor e likely to be a half-or e than a membe r of either of the pur e races. Likewise, when the clans send ambassadors to negotiate feuds or tradin g rights, they often send a jhorgun'taal, even if a mor e charismati c huma n comes along as an advisor. While half-ores are a true-breedin g race in their own right, the jhorgun'taa l are just as likely to mate with humans or orcs as with their own kind. Th e half-orcs of the Shadow Marches don't see themselves as a separate race; rather, they consider themselves to be the bridge that makes humans and ores one race. ORCS AS PLAYER CHARACTERS Perhaps you're a bodyguard from House Tharash k who has come east to serve the interests of your house, or perhaps you follow the traditions of the Gatekeepers, believing in the rise of dark powers that only you can stop. An ore's sensitivity to light can be overcome with the Daylight Adaptation feat from Races of Eberron, and the race's lack of a level adjustment makes it easy to use as a player character. Orc racial traits are detailed in the Monster Manual. Child of the Swamps You have spent years in the swamps of the Shadow Marches. You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain. Prerequisite: Region of origin Shadow Marches. Benefit: You receive a +2 bonus on Spot and Survival checks while in marsh terrain. In addition, you can take a 5-foot step while in the shallow bog or light undergrowth of a marsh, ignori n g th e usua l movemen t penaltie s of the terrai n for this purpose. Marchers, orc and human


PLANES OF EXISTENCE WORLDS BEYOND THE WORLD Othe r realms lie beyond the mundane world—dominions of fire and ice, of eternal forests and boundless sky, of radiant light and impenetrable darkness. These realms are different planes of existence: self-contained worlds beyond the world of Eberron . They have their own physical and magical laws, their own flow of time, and their own races and cultures. No one knows the full extent of these planes. Some speculate that each is infinite, stretching endlessly through its own space; others declare that such worlds are only roughly the size of Eberron itself. In any event, each plane is certainly large enough to accommodate years of exploration for anyone prepared to face hostile conditions and dangerous natives. Thre e of these planes are always close to the Material Plane, existing simultaneously with it in the same physical space: the Ethereal Plane, the Plane of Shadow, and the Astral Plane. The Ethereal Plane is a ghostly otherworld, like a spirit realm pervading the corporeal world and existing immediately beside it. Entering the Ethereal Plane is a relatively simple matter for Spellcasters, who find that they can still see the creatures and objects of the Material Plane from the ghostly ether. They can move about unhindere d by material objects, enabling them to (in effect) pass through walls and other barriers. T h e Plane of Shadow is like a dark mirro r of the material world. All objects (though not creatures) in the Material Plane have a shadowy analog. Time and distance have little meaning in the shadow realm, and Spellcasters who enter the Plane of Shadow can easily travel great distances across it, reemerging in the cor responding location on the Material Plane in a brief time. However, the Plane of Shadow is haunted by undead and other horrors, making it a perilous place. The Astral Plane is a great silvery void, sometimes described as a sea or a starry sky through which travelers, objects, and even other planes float freely. Travelers move through the Astral Plane at the speed of thought (though such movement might simply be an illusion in the mind of the traveler). Th e Astral Plane is the space behind space—the nonplace that connects all places. It allows Spellcasters to teleport from place to place on the Material Plane, and it serves as a conduit when summonin g creatures from other planes. Thirteen other planes float in the Astral Plane. Planar scholars describe them moving through the Astral Plane in complex orbits that bring them variously closer to and farther from the Material Plane—sometimes even coming close enough to touch the Material Plane and allow some of their essence to cross over into the world. Daanvi, the Perfect Order, is a plane where law reigns supreme. Here all things live in harmony born of order. Its polar opposite is Kythri, the Churnin g Chaos, an ever-changing soup of roiling entropy. According to popula r superstition, times of historical stability are linked to the proximity of Daanvi, while times of unrest and conflict are associated with Kythri's nearness, but no evidence supports these claims. Dal Quor, the Region of Dreams, is the plane where dreams play out. When mortals dream, they psychically project their minds to Dal Quor. Behind the dreams and nightmares that mortals experience lie the cities of the quori—monsters of nightmare that feed on psychic energy. Through their Inspired hosts, the quori rule the nation of Riedra and pursue their mysterious aims through the work of the Dreaming Dark. Dolurrh is the Realm of the Dead. A place of hopelessness and despair, this is where mortal spirits pass when life has reached its end. According to the faith of the Sovereign Host, no great reward lies beyond life's bounds, so life must be lived to its fullest and drun k to the dregs. Immortality is achieved through heroic deeds that leave a lasting mark on the world of the living, for the shades that persist in Dolurrh bear little mark of their former identities. WHAT DO YOU KNOW? Knowledge (history) DC 20: At two separate times in Eberron's history, a plane drawing close to the world has discharged an army of invaders. At the end of the Age of Giants, quori came to Eberro n from Dal Quor, the Region of Dreams. T h e fall of the Dhakaani Empir e was precipitated by a similar invasion of daelkyr from Xoriat. Both planes are now very far from the Material Plane as a result of actions taken by the world's defenders. Knowledge (the planes) DC 10: Beyond the Material Plane are thirtee n othe r planes of existence where strange creatures live and different rules hold sway. DC 12: Thre e "transitive" planes—the Ethereal, Shadow, and Astral Planes— exist in addition to the thirteen orbiting planes. DC 15: The thirteen orbiting planes fall into three oppositional pairs—Daanvi and Kythri (law and chaos), Fernia and Risia (fire and ice), and Irian and Mabar (light and dark)—and seven unpaire d planes.- Dal Quor, Dolurrh, Lamannia , Shavarath, Syrania, Thelanis, and Xoriat. Use this DC for a check to recall the basic characteristics of each plane and the kinds of creatures found there. DC 20: Th e thirteen orbiting planes sometimes draw so close to the Material Plane that they "touch" it and allow some of their qualities to seep over into Eberron. This is called a coterminous phase. At other times, the planes are remote, and their influence fades on the Material Plane. DC 25 : The planes have different magical and physical laws. On some planes, gravity is lighter or stronger, or completely absent (Xoriat)—or it shifts frequently (Kythri). O n some, time flows more or less rapidly, or it doesn't flow at all (Dolurrh). Some planes enhanc e the functioning of certain types of spells and impede others, while some throw the rules of magic entirely away (Xoriat again). Use this DC for a check to recall the planar traits of a given plane and how those traits affect travelers.


Fernia, the Sea of Fire, and Risia, the Plain of Ice, are the homes of powerful elemental forces. Every five years, the midsummer is especially hot and the midwinter particularly cold as these planes draw close to the Material Plane. Irian, the Eternal Day, is awash in the radiance of positive energy, while its opposite, the Endless Night of Mabar, is a starless void that devours life and light. Lamannia, the Twilight Forest, is a realm of unbounded nature. Plants and animals, magical beasts and elementals, and wild outsiders of bestial and elemental aspect run free in its verdant forests, rolling plains, and soaring mountains. Farmers say that crops grow more quickly durin g the one week every year when Lamanni a draws close. Shavarath, the Battleground, is inhabited by races of celestials and fiends locked in eternal war with each other— archons, devils, and demons. Some say that Shavarath drew near to Eberron in the year the Last War started and came close at least twice more during the course of the war, each time presaging an outbreak of particularly bitter violence. Syrania, the Azur e Sky, is the home glittering cities floating in endless blue, each ruled by the wisest of angels. Good's power grows when Syrania draws near, and flying becomes easier in places where its influence is strong— including the great city of Sharn. Thelanis, the Faerie Court, is the mysterious home of the fey. Tales speak of travelers drawn into its eternal twilight, emerging after what feels to them like mere days, only to discover that weeks or even months have passed on the Material Plane. The influence of Thelanis is said to be strong near faerie rings and faerie mounds. Xoriat is the Realm of Madness, home to the daelkyr and the aberrations they spawn. Ten thousand years ago, Xoriat drew close and the daelkyr invaded Eberron, until the Gatekeepers finally sealed all connections to their insane realm. Some imagine that the Astral Plane is bounded in its most distant reaches by an encircling realm of utter dark, the end of all things. They call this region the Oute r Darkness. Some claim that the shinin g realm of the Sovereign Host lies somewhere beyond this Oute r Darkness, and that the Oute r Darkness is the home-in-exil e of the Dark Six. No mortal has ever visited this place, let alone any divine realm beyond it, so its existence is a matter of pur e speculation.


MANIFEST ZONES In places, the boundaries between the planes are thin. Certain locations in Eberron have close affinities or connections to the other planes, allowing characteristics of those planes to spill over into the world. These areas are called manifest zones, since in these places the power of the planes is made manifest. Manifest zones appear everywhere in Eberron , and zones exist that link to all the planes except Dal Quor. The effects of a manifest zone are sometimes related to the effects of a plane becoming coterminous with the Material Plane, but this is not always the case. In fact, the most well-known manifest zone in the world, the zone linked to Syrania in which the city of Sharn is built, has qualities completely unrelated to the effects of Syrania's coterminous state and only tangentially related to the qualities of the plane itself. Manifest zones are, above all, unpredictable. Tha t said, all manifest zones have two propertie s in common . First, a manifest zone is considered a part of both the Material Plane and the plane to which the zone is linked. An outsider is not considered extraplanar while in a manifest zone linked to its home plane, so it is impossible to use dismissal or holy word to banish an angel from the city of Sharn, for example. Second, it is always easier to pass between the Material Plane and the linked plane in a manifest zone. In most cases, magic is still required to move a creature from one plane to the other (whether that magic is summon monster I or a plane shift spell). However, a character in a manifest zone can always use plane shift to travel to the plane linked to that manifest zone, even without the prope r focus for the spell. When a character in a manifest zone uses a planar bindingspell to call a creature from the plane linked to that manifest zone, the spell's saving throw DC is increased by 2. Besides the manifest zone in which Sharn is built, important manifest zones include the Lair of the Keeper in the Demon Wastes and Lake Dark in Karrnat h (both linked to Dolurrh), the City of the Dead in Aerenal (linked to Irian), and three manifest zones in the Eldeen Reaches: Greenheart (linked to Lamannia), the Gloaming (linked to Mabar), and the Twilight Demesne (linked to Thelanis). Several known manifest zones linked to Kythri and Xoriat exist in the Shadow Marches. Some sages speculate that the Fist of Onata r in the Mro r Holds is a manifest zone tied to Fernia, and zones linked to Risia almost certainly exist in the Frostfell. Th e Mournlan d is believed to contain at least one manifest zone tied to Shavarath, created as a result of the events of the Day of Mourning—or perhaps having caused that cataclysm. Powerful magic can create or suppress manifest zones. The powerful wondrous item called an orrery of the planes creates a temporary, localized manifest zone linked to a plane of the user's choosing. It is even capable of creating zones linked to Dal Quor, and using an orrery in this way might create an opportunity for the quori to ente r the Material Plane in physical form once more . A dimensional seal, a kind of mino r artifact, negates the effects of a manifest zone in a limited area. It seems likely that furthe r manifest zones linked to Xoriat remain undiscovered because their effects are suppressed by a hidden dimensional seal. Characters wise to the ways of the planes can take advantage of manifest zones in a variety of ways. Those who spend a great deal of time in the City of Towers can adopt the Sharn skymage prestige class or learn feats such as Improved Flight Item, Manifest Flight, and Manifest Leap—abilities that reflect their intimate understandin g of Sharn's manifest zone. (These options are described in Sharn: City of Towers.) Any spellcaster can learn the techniques of the manifest spellshapers (see page 124) to channe l plana r power into their spells. The sidebar below describes a few more options for characters who wish to enhance their capabilities through knowledge of the planes. MANIFEST ZONE FEATS Battlebred Due to traumatic experiences in past battles, the plane of Shavarath with its endless war seems never far from you. Prerequisite: Base attack bonus +6. Benefit: When you are subject to an effect that grants a moral e bonus, the duratio n is extended by 2 rounds. If you have the rage class feature, the duration of your rage is extended by 2 rounds. Chosen of the Deathless You were raised in Shae Mordai to serve as a squire to the Undying Court. Though your service has ended, you carry with you an intimate familiarity with the positive energy that suffuses the City of the Dead. Prerequisite: Elf, region of origin Aerenal, ability to turn undead. Benefit: Whenever you cast a conjuration (healing) spell that heals damage, you cure an additional 1 point of damage per level of the spell. When you turn undead, you gain a +2 bonus on your turnin g check and your turnin g damage roll. These benefits are cumulative with any effects of a manifest zone linked to Irian and with the effects of Irian's coterminous state. Manifest Drui d Your years of wandering the Eldeen Reaches have given you a familiarity with its three manifest zones and the powers of the planes they are linked to. Prerequisite: Region of origin Eldeen Reaches, ability to cast summon nature's ally I. Benefit: Whenever you cast a summon nature's ally spell, the duration is increased by 1 round. When you cast a spell or use an ability that causes disease or involves poison, the saving throw DC of the effect increases by 1. Once per day, you can empower any 1st level arcane spell as you cast it without adjusting the spell's level or casting time.


RACES OF THE PLANES The planes teem with life, in some cases even mirroring the societies, kingdoms, and conflicts of Eberron's Material Plane . Many races are native to the planes, or can at least trace their ancestry to plana r influences. Thes e races ar e describe d in Planar Handbook, Races of Destiny, Races of the Wild, Expanded Psionics Handbook, an d Magic of Incarnum. Whil e the plana r origins of these races are unique to Eberron's cosmology, most other details remain unchanged from their presentation in othe r books. (In the following descriptions, the abbreviation of a book title after a race's name indicates the source to consult for more information.) Aasima r (RD): These descendants of huma n and celestial bloodlines live among huma n communities. The term "celestial" has a somewhat looser definition in Eberron than it does in settings that have clearly identified celestial planes. In Eberron , creatures identified as celestials in the D&D rules come from such widely varying planes as Fernia (firre eladrins), Irian (lantern archons), Lamannia (guardinals), Shavarath (most archons), Syrania (angels), and Thelanis (eladrins). As such, aasimar often have traits and personalities that differ wildly from each other, based on the particulars of their celestial ancestry. Bariaur (PH) : Bariaurs are centaurlike creatures with the horns and lower bodies of rams. They are native to the plane of Lamannia , the Twilight Forest. Buomman (PH): These extraplanar humanoids are sometimes called "moanin g monks. " They dwell on the Astral Plane. Duskling (MI): Thes e wild and feral fey have a natural affinity for the magic of totems, channelin g the soul energy of magical beasts into totemic objects laden with magical power. They hail from the plane of Thelanis, the Faerie Court. Githyanki and Githzerai (EPH): Mind flayers from Xoriat created the githyanki and githzerai to serve as their slaves some nin e thousand years ago. Some say the mind flayers created each race fully formed, while others contend that the illithids twisted human s or hobgoblins into the gith. Th e min d flayers bred the githyanki to be slave laborers and expendable soldiers, while the githzerai were destined to be personal servants and scribes for the mind flayers and their daelkyr overlords. Whe n the Gatekeepers severed the connection to Xoriat, the githyanki and githzerai took the opportunity to turn on their mind flayer masters, escaping their slavery en masse. Th e two gith races were part of different slave castes, however, and came into conflict once they had won their freedom. Th e githyanki retreated to the Astral Plane, lured by its timeless qualities, while the githzerai went to Kythri to get as far away from the mind flayers as possible. A few githyanki and githzerai stayed on the Material Plane, though, forming small communitie s in widely scattered locations across Eberron. The githyanki and githzerai are bitter rivals who aren't above raiding each other's communities, but they remain united in their hatred of the mind flayers and anything else that hails from Xoriat. Even rival gith communities sometimes band together to enter Khybe r and ensur e that the magic seals imprisonin g powerful remnants of the Xoriat interlopers remain strong. Othe r gith communities unite simply to kill as many mind flayers as they can. Unlike the githyanki described in the Monster Manual, githyanki in Eberro n have no special connection to red dragons. Killoran (RW): Native to the Faerie Court of Thelanis, this extraplanar fey race is common in the Eldeen Reaches. Mephling (PH): Thes e creatures are similar to the mephits of Lamannia, Fernia, and Risia, but more humanlike and less powerful. They come from the same planes as mephits. Neraphim (PH): Th e slaadlike neraphim hail from the plane of Kythri, the Churnin g Chaos. Shadowswyft (PH): Thes e planetouched beings are descended from creatures of the Plane of Shadow. Spiker (PH): Thought to be related to the bladelings described in Monster Manual II, spikers likewise hail from the plane of Shavarath, the Battleground. Stonechild (RS): Stonechildren are native to the plane of Lamannia, the Twilight Forest. They have been known to wander onto the Material Plane when Lamanni a becomes coterminous, and appear frequently in the Eldeen Reaches during such times. Those who remain on the Material Plane for an extended period suffer bouts of depression during the Twilight Forest's remote phase. Tiefling (RD): Like aasimar, tieflings live among human and other communities around the world. Descended from fiendish stock, they are particularly common in the city of Graywall (in Droaam) and Q'barra . Fiends in Eberron come from at least six different planes (Dolurrh, Fernia, Lamannia , Mabar, Risia, and Shavarath), so tieflings—like aasimar—display a wide range of appearance and character traits depending in part on their fiendish heritage. Wildren (PH): These bestial, badgerlike outsiders are native to the plane of Lamannia , the Twilight Forest.


MANIFEST SPELLSHAPER "Let's see . . . Fernia is in the ninth realm, so if I want fire, I simply have to do . . . THIS!" —Shevia ir'Gallian, manifest spellshaper The planes of Eberron whirl in endless motion through the Astral Plane, drawing near and moving far from the Material Plane and sending their influence like tides upon the world. To one who understands the motions of the planes, near and far mean nothing—if you know exactly where to reach, you can tap into the power of the planes wherever they are in their cyclical wanderings. Once you have learned this technique, you are on the path to becoming a manifest spellshaper. Manifest spellshapers are primarily arcane Spellcasters, but also include divine casters and psioni c manifesters among their numbers. Their secrets are not encapsulated in a prestige class, but rathe r in a collection of feats from which their members can choose (described unde r "Manifest Spellshaper Benefits," below). By this means, manifest spellshapers continue their advancement in their chosen spellcasting class while applying the secrets of the order to the basic spells and techniques they learn. JOINING THE MANIFEST SPELLSHAPERS The hardest step in becoming a manifest spellshaper is finding a mentor to train you in the secrets of the discipline. While Spellcasters are rarely prone to whispering about their "secrets," few cling to their spellcasting techniques quite as tightly as manifest spellshapers do. Since the practitioners of these techniques have been hunted by the Arcane Congress for over a century, they are skilled at remainin g hidden and slow to trust any who do manage to find them. New students come to the attention of existing manifest spellshapers by dabbling in the magic of the planes independently. You might have learned feats (from Planar Handbook) such as Elementa l Spellcasting or Celestial Summonin g Specialist through your own ingenuity. Alterna - tively, perhaps you stumbled across a lost journa l of one of the origina l disciples of Jefan ir'Gannik . In any case, you have begun to taste the kind of power that the existing manifest spellshapers want desperately to keep within their own ranks and out of the hand s of the Arcan e Congress. For that reason, a manifest spellshaper sought you out and offered to teach you deepe r secrets in exchange for your solemn vow of secrecy. Not content with a mere verbal promise , the existing disciples requir e that prospective students submit to a mark of justice spell that activates if they reveal the secrets to anyone who has not sworn a similar vow. Th e mark of justice-takes the form of a small tattoo on the left shoulder blade. Entry Requirements: Knowledge (the planes) 2 ranks, Spellcraft 4 ranks. Once your new mentor is convinced of your sincerity and trustworthiness, you begin to learn the techniques of manifest spellshaping. You work individually with your mentor, and you might never meet anothe r manifest spellshaper unless you decide to take on a student of your own. Your mentor allows you to pursue your own interests and discover the planar secrets that are most in keeping with your own affinities. You can learn planar secrets that your mentor does not know; the mentor simply shows you the door, rather than leading you through it. MANIFEST SPELLSHAPER BENEFITS The most important benefit the manifest spellshapers have to offer you is knowledge—both general knowledge of planar lore and the very specific planar secrets taught by Jefan ir'Gannik to his first disciples. Information: Th e knowledge of the manifest spellshapers is personified in your mentor. Because the disciples of Jefan ir'Ganni k are less an organization than a conspiracy of fugitives, there is nothing like a central library where you can study the collected lore of an order or anything of the sort. You might gain permission to study your own mentor's WHAT DO YOU KNOW? Knowledge (arcana) DC 15: The positions of the planes relative to each other can have an impact on the power of spells cast on the Material Plane. DC 20: Before the Last War, a group of Spellcasters left the Arcane Congress, taking some tremendous secret with them. Agents of the Arcane Congress still hunt those who have kept those secrets all this time. DC 25 : It is possible, if a spellcaster knows the locations of the planes relative to each other, to manipulat e spells accordingly, increasin g the power of certain types of magic. DC 30: It is said that a wizard name d Jefan ir'Ganni k discovered the technique s of manipulatin g spells in accordance with plana r positions to enhance their effects. Before the Last War, he fled the towers of Arcani x with his knowledge, and the agents of the Arcane Congress have hunte d h im and his disciples ever since. This technique, called manifest spellshaping, allows a caster to spontane - ously enhance her spells as if through metamagic, and possibly create more unusual effects as well. Knowledge (the planes) DC 10: Th e movements of the planes, and whether a given plane is close to or distant from the Material Plane, can alter the effects of spells cast on the Material Plane. DC 20: It is possible, if a spellcaster knows the locations of the planes relative to each other, to manipulat e spells accordingly, increasin g the power of certain types of magic. DC 30: Before the Last War, Jefan ir'Gannik split with the Arcane Con - gress, fleeing the towers of Arcanix with the secrets of what he called manifest spellshaping—th e tech - niques of tapping into the Oute r Planes to channe l their power into spellcasting. He and his disciples were hunted like criminals, but their descendants remain at large. DC 35: Legend says that the huma n Jefan ir'Ganni k is still alive, pre - served by some mastery of the flow of time —and still hunte d by the Arcane Congress.


personal collection of plana r lore, which can grant you a +2 circumstance bonus on a Knowledge (the planes) check. Otherwise, you must provide for your own needs, seeking lost collections of arcane knowledge and mystical artifacts to expand your knowledge. T h e plana r secrets of the spellshapers are the most important knowledge they possess and the most closely guarded. Thes e secrets are embodied in the following thirteen feats. Mastery of the Azur e Sky You have learned to calculate the precise location of Syrania at any given time , and to use that knowledge to enhanc e spells you cast to grant flight. Prerequisite : Knowledge (the planes) 2 ranks, Spellcraft 6 ranks, Extend Spell. Benefit: Any time you cast a spell that grants its target a fly speed or improves its fly speed (without altering its form), you can spontaneously apply the effect of the Extend Spell metamagic feat to that spell. Doing this has no effect on the spell's level or casting time. Examples of such spells from the Player's Handbook include fly, overland flight, and haste (if cast on a creature with a fly speed). It does not apply to spells that grant a fly speed by altering the creature's form, such as gaseous form, polymorph, and wind walk, nor would it work on air walk, ethereal jaunt, levitate, or reverse gravity (since these spells, while they allow movement through the air, do not grant a fly speed). Mastery of the Battleground You have learned to calculate the precise location of Shavarath at any given time, and to use that knowledge to enhance spells of battle that you cast. Prerequisite : Knowledge (the planes) 2 ranks, Spellcraft 6 ranks, Extend Spell. Benefit; Any time you cast a spell that creates, enhances, or mimic s a weapon (such as flame blade, keen edge, or Mordenkainen's sword) or excites hostile emotion s (such as rage, heroism, or antipathy), you can spontaneously apply the effect of the Extend Spell metamagic feat to that spell. Doin g this has no effect on the spell's level or casting time . Mastery of Chaos and Orde r You have learned to calculate the precise locations of Daanvi and Kythri at any given time , and to use that knowledge to imbue your spells with unusua l regularity or strikin g unpredictability—or both. Prerequisite : Knowledge (the planes) 2 ranks, Spellcraft 6 ranks. Benefit: When you cast a spell, you can choose to apply one or bot h of the following effects to the spell. The decision to add the effect(s) must be made durin g casting. By channelin g the churnin g chaos of Kythri, you can add ld6—3 to the spell's save DC. Unlike with damage rolls, the minimum result is not 1; for example, if you roll a 2 on the 1d6, the DC is reduced by 1. This choice is made at the time of casting, and has no effect on a spell that does not allow a save. Th e adjusted save DC is the same for all creatures that must save against the spell (you don't roll separately for each affected creature). By focusing the perfect orde r of Daanvi, you can choose to set the result of any spell's variable, numeric effect as one-half the maximum possible result. For example, a 9th-level wizard who casts fireball normally deals 9d6 points of damage; choosing to use this ability means the fireball deals 27 points of damage (half of 54, which is the maximum result of 9d6). The spell can still be affected by Empower Spell and other such feats and effects that require it to have a variable, numeric effect (using the previous example, empowering the fireball would cause it to deal 150% of 27 points of damage, or 40 points of damage, as if the result of the variable, numeri c effect were 27). Mastery of Day and Night You have learne d to calculat e the precis e locations of Iria n and Mabar at any given time , and to use that knowledge to enhanc e your manipulatio n of positive and negative energy, Prerequisite : Knowledge (the planes) 2 ranks, Spellcraft 6 ranks, Maximize Spell. Benefit: You can spontaneously apply the effect of the Maximize Spell metamagic feat to any cure or inflict spell you cast. Doing this has no effect on the spell's level or casting time . Mastery of the Dead You have learned to calculate the precise location of Dolurr h at any given time, and to use that knowledge to capture the souls of creatures slain with your death spells. Prerequisite : Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Spell Focus (necromancy). Benefit; Wheneve r you slay a creatur e with a spell that has the death descriptor, you can attempt a caster level check (DC 10 + slain creature's HD) as a free action to transform the slain creature's spirit into a ghost unde r your control. (See the ghost template in the Monster Manual for details.) If the check succeeds, the ghost appears in the slain creature's space at the beginning of your next tur n and acts immediately. It follows your spoken commands (even if you don't share a language), even attacking its former allies if you so choose. It remains present for a numbe r of rounds equal to your caster level (or until you are slain, whichever comes first). While the ghost is present, the corpse can't be returned to life by any means. You can't have mor e than one ghost present simultaneously with this feat. If you create a second ghost while your first ghost is still present, you can choose which one remain s (the othe r disappears, its soul freed from your control). Mastery of Dreams By psychically exploring the realm of Dal Quor, you have learned to instill your spells with the stuff of dreams . . . and nightmares, Prerequisite : Knowledge (the planes) 4 ranks, Spellcraft or Psicraft 9 ranks, Benefit: Add +1 to the save DC of any illusion spell or spell with the fear descriptor that you cast. Mastery of Faerie Enchantmen t You have learned to calculate the precise location of Thela - nis at any given time, and to use that knowledge to improve your ability to control the minds of other creatures. Prerequisite : Knowledge (the planes) 2 ranks, Spellcraft 6 ranks, Extend Spell.


Benefit: You can spontaneously apply the effect of the Extend Spell metamagic feat to any enchantmen t spell you cast. Doin g this has no effect on the spell's level or casting time . Mastery of Ice and Fire You have learned to calculate the precise locations of Fernia and Risia at any given time, and to use that knowledge to enhance cold and fire spells that you cast. Prerequisite: Knowledge (the planes) 2 ranks, Spellcraft 4 ranks, Enlarge Spell. Benefit: You can spontaneously apply the effect of the Enlarge Spell metamagic feat to any spell you cast that has the cold descriptor or the fire descriptor. Doing this has no effect on the spell's level or casting time. Mastery of Madness You have learned to reach magically to the ever-distant plane of Xoriat and draw some element of its madness into the world—but these techniques come with some risk. Prerequisite: Knowledge (the planes) 2 ranks, Spellcraft 9 ranks, Iron Will. Benefit: Whenever you summon a celestial or fiendish creature with a spell, spell-like ability, or magic item, you can choose instead to summon a pseudonatural version of that creatur e (see the pseudonatura l template in Complete Arcane, reproduced in abbreviated form below). When you use this ability, you must succeed on a caster level check (DC 15 + spell level) to avoid openin g a small temporary rift to Xoriat, which affects the spell as if it were cast on a plane with the wild magic trait (roll d% on the table on page 150 in the Dungeon Master's Guide to determine the effect). Pseudonatural Creature: Change type to outsider. SA true strike 1/day, S Q alternat e form, damage reduc - tion, resistance to acid and electricity, spell resistance; Int minimum 3. Alternate Form (Su): Take form of grotesque tentacled mass as standard action; statistics remai n as norma l but attacks take —1 morale penalty. Damage Reduction (Su): DR 5/magic (HD 4-11) or DR 10/magic(HD 12+). Resistance to Acid and Electricity (Ex): Resistance 5 (HD 1—7), 10 (HD 8-11), or 15 (HD 12+). Spell Resistance (Ex): SR 10 + HD (maximum 25). Mastery of the Mists By learning of the intricate relationship between the Ethe - real Plane and the Material Plane, you gain the ability to see and sometimes reach through the barrie r between these two planes. Prerequisite: Knowledge (the planes) 6 ranks, Spellcraft 12 ranks. Benefit: As a move action, you can see ethereal creatures and objects as if you were unde r the effect of a see invisibility spell for 1 round. (This ability doesn't let you see other invisible creatures or objects.) When you cast a spell on the Material Plane, you can attempt a caster level check (DC 15 + spell level) to target an ethereal creature or object you can see as if it weren't ethereal. Spells without a target entry (such as fireball) can't benefit from this ability. No more than one ethereal creature or object can be targeted with a spell in this manner, and you can't target ethereal and material creatures or objects with the same spell when using this ability. Mastery of the Silver Void You have gained a deeper understanding of the Astral Plane and its relationship to the other planes of the cosmos. You can use that knowledge to more quickly access that plane. Prerequisite; Knowledge (the planes) 6 ranks, Spellcraft 12 ranks, Quicken Spell. Benefit: Thre e times per day, you can spontaneously apply the Quicken Spell metamagic feat to any conjuration (teleportation) spell you cast. Doing this has no effect on the spell's level and can be done even by spontaneous Spellcasters; however, it reduces your caster level for the spell by 9 (which likely reduces the numbe r of other creatures you can affect with the spell). Mastery of Twilight Denizens You have learned to calculate the precise location of Lamannia at any given time, and to use that knowledge to summon more powerful creatures from that plane. Prerequisite: Knowledge (the planes) 2 ranks, Spellcraft 4 ranks, Extend Spell. Benefit: When you cast a spell that summon s one or more creatures noted as an inhabitant of Lamanni a (see page 97 of the EBERRON Campaign Setting), you can spontane - ously apply the effect of the Extend Spell metamagic feat to that spell. Doing this has no effect on the spell's level or casting time . Mastery of Twisted Shadow You gain the ability to reach into the Plane of Shadow when casting an illusion, concealing yourself in the raw shadowstuff drawn forth. Prerequisite: Knowledge (the planes) 2 ranks, Spellcraft 4 ranks. Benefit: Whenever you cast an illusion spell, you can choose as a free action to grant yourself concealment for 1 round per level of the spell. Multiple uses of this feat don't stack; only the longest duration applies. PLAYING A MANIFEST SPELLSHAPER You explore arcane mysteries that most people rarely consider. If ordinary people think about the planes at all, it's only to utter a colorful curse ("Sea of Fire! ") or to blame the weather on a coterminous plane that might not have anything at all to do with it. You, on the other hand, understand the courses of the planes hurtlin g through the astral void, you comprehend the subtle influences each plane has on the Material Plane as it follows its ordained path, and you hope to learn how to channe l that influence into your own spells. You mutter, sometimes incompre - hensibly, about things far beyond most people's limited experience, and you feel a certain amount of triumphan t glee when you successfully draw plana r energy into your own magic. You are unlocking the secrets of the universe! You are prying into mysteries hidden from the mundan e mind! In time, the ultimate knowledge of the cosmos will be yours! Combat: How you function in combat depends in large part on two factors: your character class, and which planar secrets you learn as you advance. Fundamentally, your role in the party remains unchanged by your new insights into planar movements. For the most part, you choose planar secrets that enhance abilities you already possess, so that in combat you do just what you have always done—only better. If you are a wizard, you continue to blast foes with fireball


spells—onl y large r ones, onc e you lear n th e Master y of Ice a n d Fire . If you ar e a cleric , you cast bette r healin g spells wit h th e Master y of Day an d Night . Advancement : As discusse d above , you r choic e of plana r secrets depend s o n th e type s of spells you most ofte n to cast. Choos e secrets tha t improv e you r existin g strength s rathe r tha n secrets you rarel y use . Missions : I n essence , th e manifest spellshape r is a scholar, pryin g int o th e secrets of th e cosmos. Most manifest spellshapers spen d th e majorit y of thei r tim e porin g throug h ancien t texts an d searchin g fo r lost tome s of plana r lore . Th e lif e of suc h a schola r is rarel y a quie t one , however. Wha t secrets ca n b e discovere d by explorin g th e plana r seals establishe d by th e Gatekeepers ? Wha t remnant s of th e quor i invasio n ca n still b e foun d i n Xen'drik ? Wha t migh t b e learne d abou t Thelani s by explorin g th e par t of th e Eldee n Reache s know n as th e Twiligh t Demesne ? Wher e i n Ferni a is th e fable d Cit y of Brass ? Manifest spellshapers must ask thes e kind s of question s to pursu e thei r lore , an d thes e question s d o no t lea d to a life of quie t stud y locke d i n som e hidde n towe r away fro m an y dange r o r excitement . Combine d wit h th e fact tha t th e Arcan e Congress considers manifest spellshapers to b e thieve s an d fugitives, few of the m live peacefull y i n o n e plac e fo r long . MANIFEST SPELLSHAPERS IN THE WORLD "Most people aren't willing to stand against the resources of the Arcane Congress for over a century to protect a secret. Whatever the disciples of Jefan ir'Gannik have, it must really be something—or else why would they bother?" —Baro n Ela r d'Thuranni , Hous e Thurann i T h e manifest spellshapers ar e no t just anothe r organiza - tio n for playe r characters to join . The y ar e a gateway to th e mysteriou s cosmo s of plane s surroundin g Eberron , a way to mak e th e plane s a n importan t factor i n you r campaign , a n d a teemin g hiv e of adventur e hook s cloake d i n secrecy, roote d i n betrayal , an d rif e wit h intrigue . Notables: Th e first manifest spellshape r was Jefa n ir'Gannik , a respecte d membe r of th e Arcan e Congres s whos e exploration s of th e plane s an d thei r movement s earne d hi m a well-deserve d reputatio n as on e of th e Con - gress's to p scholars i n th e years befor e th e Last War. How - ever, as Jefan learne d furthe r plana r secrets, h e decide d tha t wha t he ha d learne d was to o importan t o r to o dangerou s to remai n withi n th e Arcan e Congress. Takin g his disciple s wit h him , h e fled th e Floatin g Towers. Th e remainin g spellshapers tell variou s storie s abou t th e exac t reason s for h is departure . Som e say tha t h e learne d of a plo t o n his life. Others claim tha t h e uncovere d a plo t to assassinat e Kin g Jaro t an d plung e th e worl d int o war, an d a few whispe r tha t h is psychi c exploration s of Da l Quo r left hi m utterl y mad . Whateve r th e cause , Jefan's brea k wit h th e Arcan e Congres s was complet e a n d irrevocable . Ove r t h e nex t tw o decades, as th e disciple s of Jefa n scattere d across Khor - vaire , th e agents of th e Arcan e Congress hunte d dow n every one , killin g o r imprisonin g the m all. Jefa n ir'Ganni k was neve r caught . If h e is still alive , h e is a ver y ancien t human , fo r h e was alread y ol d whe n h e left th e Floatin g Towers. Ye t legend s tol d amon g th e remainin g manifest spellshapers—al l of who m ar e students of th e origina l caba l members , o r of their students—claim tha t h e remain s alive , thank s to som e dee p master y of th e secrets of Thelanis. Organization : Th e manifest spellshapers ar e an unusua l organizatio n i n tha t they ar e define d n o t so muc h by thei r unit y as a n organizatio n as by their exclusion from anothe r organization . T h e first manifes t spellshapers departe d t h e Arcan e Congress befor e th e start of th e Last War, an d th e lead - e rs of th e Congres s still hun t manifest spellshapers as if they wer e thieve s i n th e marketplace . T h e spellshapers wh o hav e so fa r elude d th e Arcan e Congress perpetuat e thei r tradition s an d pass o n thei r secrets by takin g o n individua l students. Wit h th e excep - tio n of their own mentors an d any students they migh t take o n lat e i n thei r careers, th e late r generation s of manifest spellshapers have neve r me t anothe r membe r of their order. T h e risk s of gatherin g i n group s ar e simpl y to o great. NPC Reactions Sinc e th e existenc e of manifest spellshapers is a secret , NPC s reac t to the m exactly as they woul d othe r Spellcasters. T h e onl y exceptio n ar e thos e few members of th e Arcan e Congress wh o ar e awar e of th e histor y of th e spellshapers, w h o uniforml y respon d to th e discover y of a practicin g spellshape r wit h a hostil e reaction . The secrets of the manifest spellshapers are coveted by many and acquired by few


Q'BARRA THE FRONTIER Seventy years ago, groups of disparate settlers from across Khorvair e gathered to form an immens e flotilla of ships. They traveled along the continent's east coast, searching for an appropriat e spot to settle. They were sick of war, of greed and ambition—and of the Five Nations as a whole. They sought to create a land that revived the spirit of old Galifar, where they could live in peace. This land became Q'barra . Q'barr a is a young nation still in its birth throes. Wilderness and hostile forces surroun d its few cities and towns. Nevertheless, it draws refugees who seek to escape their pasts, migrants hoping to grasp Galifar's lost greatness, and adventurers hoping to liberate the deep jungle of its secrets. The young nation is not without power players. Q'barr a was founded upon the ideals of old Galifar, and the Finders of the Lost organization takes that concept to an active extreme . Th e Finders are composed of human s and othe r commo n races, and they believe that a great part of Galifar's glory came from the works of art, architecture, and magic it created. They form small, versatile bands that range out into Khorvaire, searching for remnants of the old kingdom—coins, jewelry, artistry, magic items, books, and the like—that they retur n to their museum in New Galifar. Newthrone supports the organization's mission and officially sanctions its operations. Th e group embraces racial unity, seeing it as one of Galifar's triumphs, and it welcomes a varied membership. A few lizardfolk seeking to experience life beyond the jungles have even been accepted into the organization's ranks. Political intrigue is rife in Q'barra . King Sebastes ir'Kesslan claims rulership from Newthrone, but his reign is unstable. Lhazaarites, refugees from Hope, the Inspired, and various dragonmarked houses all have designs on Q'barra . Sebastes's sister and first ministe r Alzia ir'Kesslan (female huma n rogue 4/range r 3) is tasked with uncovering plots and identifying threats. She needs all the help she can get. Outside the new cities, Q'barra's interior conceals mysteries. It is one of the only lands that contains intact ruins from the Age of Demons. The largest and most important of these are Haka'torvhak and Ka'rhashan, but others lie scattered throughout the jungles and swamps, such as Mar'saval WHAT DO YOU KNOW? Knowledge (geography) DC 10: Long a wild area of jungle, Q'barra is now home to refugees from Khorvaire and those who seek to reclaim the ideals of old Galifar. DC 15: Two civilized areas exist within Q'barra . New Galifar, with its capital of Newthron e and sizable tradin g town of Adderport, is home to the nation's original settlers. It attempts to revitalize old Galifar's glory. Hope, which contains small, beleaguered towns and villages, is home to refugees who fled to Q'barr a to avoid legal recriminations or similarly unpleasant situations in their homelands. They don't care about Galifar. Q'barra's only valuable natura l resource s are Eberron dragonshards. DC 20: Lizardfolk have a strong presence in Q'barra . Thre e primar y groups of lizardfolk exist. Th e blackscale lizardfolk are large and hostile. They guard ruins of holy significance to their kind. The poison dusk pygmy lizardfolk are stealthy and vicious. They see the immigrants as defilers. Th e Cold Sun lizardfolk are a confederation of tribes in the nort h and east. Most are fearful and suspicious of settlers, but the Twilight Walker tribe is willing to work toward a peaceful coexistence. Knowledge (local) DC 10: In New Galifar, laws are typical of those in the Five Nations; in Hope, laws are virtually nonexistent and change from place to place. DC 15: Thousands of lizardfolk live in Q'barra's wild places. DC 20: Most of the lizardfolk are neutral toward Q'barra's new settlers, wanting the newcomers to leave them and their sacred places in peace. Some lizardfolk trade with the Q'barrans, while others seek to destroy them. Knowledge (nobility and royalty) DC 10: Kin g Sebastes ir'Kesslan rules New Galifar from Newthrone. Hope has no single leader. DC 15: Hous e Tharash k works with the Q'barran s to gain a stake in the dragonshard trade. Houses Jorasco and Ghallandra have good relationships with Q'barra .


in the norther n Basura Swamp. This great temple of brass and granit e once towered above the landscape, until at the end of a great battle it crumbled. Th e groun d turne d sodden as the sea saturated it, but though the temple sank, powerful enchantments kept the water and muck from filling it. Its minarets still poke above the waterline in places, and the lizardfolk leave offerings here for their draconic gods. Only one entranc e to Mar'saval exists above ground: a tower top with a small balcony. Th e lizardfolk revere the site but never enter it. They claim that one of their tribes, the Fallen Bones lizardfolk, took up residence in it decades ago and have since devolved into decrepitude . Th e other lizardfolk believe they worship a power that still dwells in the temple. Nightbit, a small town in Hope , houses secrets of its own. Th e town stands at the base of the Endworld Moun - tains between Whitecliff and Wyrmwatch, surrounde d by forbidding cliffs and teeming jungle . Despite its remote location, only small, weak monsters and raidin g bands have ever attacked Nightbit. Th e town's government and religious leader, Salmus Hake (NE male changeling rogue 3/cleric 4 Dragon Below), tells of how he discovered tun - nels in the nearby mountain s that lead to the ruin s of an ancient dwarf kingdom. Nightbit's citizens do not allow visitors to view these ruins, and the wilderness discourages most explorers anyway. According to stories, Salmus found an old altar within the ruins, cleaned it off, and restored it. Now, many claim that his people's worship of the entity to which the altar is dedicated keeps their town safe. PLAYING A LlZARDFOLK P C Lizardfolk have lived in Q'barra's jungles for millennia, ever since the Empire of Dhakaan forced them from the Talenta Plains. With newcomers in their land, the lizardfolk must adapt or wage war. Most choose the former route, and some tribes have opened dialogue and trade with the Q'barrans. The majority of lizardfolk are mired in tradition and hold to their old lands and ways, but some look at the settlers and see new opportunities. Th e newcomers have superior arms and armor. They speak of distant, intriguing lands and mysterious dragons. They believe that the lizardfolk's relics and jungle lore hold value. Some lizardfolk look to the Q'barrans and want to know more about the world. Lizardfolk outside Q'barr a are rare. They are usually explorers, desiring to see new sights, seeking the history of their forebears in the Talenta Plains, or possessing any of the other motivations that inspire adventurers. The settlers' arrival provided a jolt to the stagnating lizardfolk culture, and the lizardfolk have remembered that there is a wide, interesting world beyond their swamps. Several subraces of lizardfolk exist within Q'barra , and all have the potential to be adventurers. Th e common lizardfolk of the Cold Sun Tribes are the most likely to take up adventuring careers, since they are the most numerous and are typically neutral or friendly toward the Q'barrans. The poison dusk and blackscale lizardfolk are less likely to adventure, because of their hostility toward the settlers and their dedication to Rhashaak, the fiendish black dragon guardian of Haka'torvhak. Renegades among their numbe r do exist, however, and the settlers' arrival has nudged them into new lives as it has their kinfolk. Lizardfolk possess different customs and spiritual and martial traditions than the common races. Playing a lizardfolk offers a good opportunity to try out an exotic class, such as a spirit shaman (from Complete Divine) or druidic avenger (from Unearthed Arcana). T h e different lizardfolk subraces have different Hit Dice and racial traits. Consult the following table for the favored class, racial Hit Dice, level adjustment, and starting effective character level (ECL) of each subrace. Savage Species offers suggestions for playing any monster race as a player character from 1st level. Favored Racial Level Starting Subrace Class H D Adj. ECL Cold Sun Druid 2d8 +1 3 (common lizardfolk) Blackscale1 Barbarian 4d8 +3 7 Poison dusk1 Ranger — +1 1 1 See Monster Manual III. JUNGLE JUICE Q'barra's jungles and swamps support unique varieties of plant life for which alchemists, herbalists, and others have discovered particular uses. The following items are a few of those that can be made from Q'barra's resources. Grayflower Perfume: The grayflower's scent is faint, but it possesses the peculiar trait of masking other scents. Wearing grayflower perfume disguises your scent; creatures with the scent ability have a difficult time tracking you or otherwise discerning your presence (+5 to the appropriate DCs). On e vial contains enough perfume to function for 2 hours. Creating a vial of grayflower perfume requires a DC 25 Craft (alchemy) check. You must be a spellcaster to craft grayflower perfume. Lodret Leaf: When treated with an alchemical mixture, the leaves of the lodret plant provide a potent defense against disease. Chewing on a leaf grants you a +5 alchemical bonus on Fortitude saving throws against natural diseases. Each leaf is tough enough to be chewed for 1 hour. Preparing a lodret leaf requires a DC 25 Craft (alchemy) check. You must be a spellcaster to prepare a lodret leaf. Spotted Toadstool Venom: The poison dusk lizardfolk brew a poison from the caps of the spotted toadstool, a violet fungus with sickly white splotches. Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 1 d.6 Con. Item Cost Weight Grayflower perfume (vial) 100 gp — Lodret leaf 75 gp — Spotted toadstool venom 350 gp —


RIEDRA THE LAND ACROSS THE SEA Folk of Khorvair e know little about Riedra . Th e overlords of the land closed the borders of their kingdom long ago, and foreigners are not welcome in this realm. Riedra is a nation that encompasses the better part of the continent, rangin g from mountai n peaks to deep canyons and harsh deserts. Most people have only what they need to survive. The continent's rulers—the Inspired—provide the basic necessities for life and livelihood, but do not endorse ideas of luxury or leisure. Life in Riedra is one of constant toil. Tha t said, most Riedrans are content with their lot. In the eyes of a Riedran, the people of Khorvaire are soft and corrupt. Khorvaire is a nightmare of instability and destruction, as proved by the Last War and the Day of Mourning. The people of Khorvaire lack direction, still ruled as they are by fallible mortal kings as opposed to the divine guidance of the Inspired. Riedrans are proud of their culture, and they treat foreigners with a combination of pity and disdain. T h e humanoid population of Sarlona is overwhelmingly human. Gnomes, elves, dwarves, halflings, orcs, and goblinoids are all but unknown in Riedra. As a result, Riedrans view these races with even more suspicion than human foreigners—an elf is not only a potentially dangerous intruder, but also something less than human . Th e Inspired have devoted considerable effort to hunting down and destroying the monsters and magical beasts of their land, and Riedrans see the presence of such creatures in Khorvaire as yet another sign of that continent's perils. Riedrans can be classified into three social orders. Th e common folk are laborers and soldiers. Compared to the people of Khorvaire, the Riedrans value cooperation over independence, and as a result, a Riedran is likely to specialize in a specific task instead of acquiring several skills. Social skills are also uncommon among the peasantry, who do not expect to ever see the great courts. Members of the middle classes of Riedra are known as the Chosen, or empty vessels. At the top of the pyramid are the Inspired, who serve as governors, generals, ambassadors, and princes. The Riedrans believe that the Inspired possess divine wisdom and supernatural power. The Inspired brought peace after long ages of war, and the Riedrans see them as the wall that stands between Riedra and chaos. The common folk of Khorvaire rarely encounter Riedrans, but recent decades have brought an increase in economic and political traffic between the continents. Riedra primarily exports textiles and spices, but it is also said to be the source of a variety of less savory substances, including the addictive narcotic known as dreamlily. QUORI AMD THE INSPIRED On both Riedra and Khorvaire alike, the average person knows little of Dal Quor and its inhabitants. Mortal souls are said to drift into the Region of Dreams as they sleep, and many know that monsters in this realm can cause nightmares. But these creatures have little impact on the daily life of the average citizen, and are known mainly through childhood stories and folk tales. Anyone bor n in Sarlona knows of the Inspired, and people who have interacted with Riedran ambassadors recall these handsome nobles. Any Riedran can explain how the Inspired are selected from among the Chosen—touched by the divine force of the nation and empowered to guide and protect its people. To the casual eye, the Chosen (like the Inspired) appear to be human , but closer inspection reveals that these vessels are a distinct subrace, with a hin t of both elf traits and the unnatura l beauty of the kalashtar. The Inspired are remarkably charismatic, and most find their company quite pleasant. Nothing about them suggests any connection to the alien horrors of Dal Quor. WHAT DO YOU KNOW? Knowledge (geography) DC 10: Riedra is the largest nation on the continent of Sarlona, a sprawling realm that has all types of terrain. DC 15: Th e Riedran s are xenophobe s who avoid contac t with the outside world. Riedra has recently sent ambassadors to Khorvaire , but foreigners are still unwelcome there. DC 20: Th e rulers of Riedr a are the Inspired—treated as living gods and said to be guided by divine powers. Knowledge (history) DC 25: Many kingdoms and empires once covered Sarlona, often warring with each other. Fifteen hundred years ago, the Inspired unified them. Knowledge (local) DC 20: Th e Inspired of Riedra enforce strict laws with harsh penalties. Freedom is limited, but crime is rare. DC 25: Most religions are outlawed in Riedra. Laws are enforced by a secret police force called the Thousand Eyes. Knowledge (the planes) DC 15: Th e quori are the natives of Dal Quor, the Region of Dreams. Quori spirits cannot manifest physically on the Material Plane. DC 20: Quori spirits typically possess menta l powers relating to a specific emotion, such as fear or rage. They can interfere with the dreams of mortals, creating horrible nightmares. DC 25: The Inspired have a strong tie to Dal Quor. Some believe that they deal regularly with Quori spirits—or even allow these spirits to possess their bodies in exchange for power. DC 25: Whil e quori spirits canno t physically manifest on Eberron, they can possess willing humans. DC 30: The "divine spirits" guiding the Inspired might actually be quori. Knowledge (psionics) DC 10: Th e continent of Sarlona is the cente r of psionic knowledge. Th e races native to Sarlona are naturally psionic. DC 20: Sarlonans use little magic in everyday life, but psionics accomplishes many of the same tasks that magic performs in Khorvaire.


WORSHIPING THE INSPIRED The Inspired rely on psionic power as opposed to arcane or divine magic. Most of the spiritual leaders of Riedra (both among the Inspired and the Chosen) are psions. However, a few clerics scattered among their numbe r supplement their mental abilities with healing magic. Riedran clerics can draw on one of two forces. The first is Riedra itself—not as a sentient anthropomorphi c deity but rather the prima l force of the nation, which the Riedrans believe guides them through the Inspired. As a deity, the spirit of Riedra is lawful neutral and provides access to the domains of Community, Law, and Meditation. Its favored weapon is the flail. A small sect of priests among the Chosen worships the darkness at the heart of Dal Quo r itself, embodied in the quori and manifested in the world through the Dreaming Dark. The Dreaming Dark is lawful evil and provides access to the domains of Law, Evil, and Shadow. Its favored weapon is the mind blade. PLAYING A RIEDRAN PC Riedra is an unusua l choice for a region of origin. The Inspired are masters of propaganda and manipulation, and most Riedrans are fanatically loyal to their divine rulers. If you wish to play a Riedran, you might be one of those rare few who has come to see the Inspired as false gods. Alterna - tively, you could play a loyal servant of the Inspired who has come to Khorvair e to study the ways of a less enlightened culture—hoping to show the people of this benighted realm the futility of clinging to kings and queens rathe r than embrace the divine guidance of the Inspired. Anothe r possibility, which requires your DM's cooperation, is to play a Riedran character who is an unwitting spy for the Dreamin g Dark. You might have a hypnoti c command implanted in your min d or even a symbiotic To the lords of the Inspired, humans are little more than cattle creatur e living in your brai n that forces you to make periodic reports to your masters among the Inspired. You might have gaping holes in your memory of certain periods of time, or you might be plagued by what you thin k are strange nightmares. In general, the Inspired don't control your actions—they are simply interested in collecting whatever information you gather in the course of your adventures. However, if your party ever comes into conflict with the Dreamin g Dark, you might find that the Dark's apparently prescient knowledge of your whereabouts and activities draws the suspicion of your fellow party members onto you. OTHER RACES op RIEDRA piFour of the psionic races described in Expanded Psionics Handbook can be found in Riedra . Except as rioted below, their characteristics and customs are the same as outlined in that book. Dromites: This insectlike race lives in city-hives scattered beneath the surface of Sarlona, many of which can be reached only through psionic portals. Th e Inspired have shown them nothin g but contempt and violence, so dromites avoid them whenever possible. They gather Khybe r dragonshards and trade them with the kalashtar of Adar and the sea-princes of Lhazaar. Elans: When a quori commits a heinous crime against its own kind, it receives a terrible punishment: It is bound into a huma n vessel against its will. Unlike the normal pro - cess by which the Inspired are created, the bound spirit has no power or influence over its host. Condemned to eternal powerlessness in its living prison, the quori's energy sustains and empowers the host as it becomes an elan. Ther e is no elan council in Eberron , and no one undergoe s the transformation voluntarily. Half-Giants: In the distant past, giant explorers from Xen'drik visited southern Sarlona. Their descendants are the half-giants described in the Expanded Psionics Handbook. It is unclea r whethe r half-giants actually have huma n ancestry or are simply degenerate descendants of the titans of Xen'drik (as most giant kinds are believed to be). They live in the deserts and savannahs of Syrkarn in western Sarlona, and wander the frigid plains of the Tashana Tundr a in the northwest. Maenads: Two thousand years ago, one of the islands of the Lhazaar Principalities sank beneath the sea in a magical cataclysm of unknown origin. Most of its people drowned as the ocean boiled, except those who were at sea when the cataclysm occurred. When these folk returne d from their raiding and fishing, they found only open water where their home had been. The survivors banded together and sought a new home, which they found on the Tashyvar Islands at the northwest end of Sarlona. Whethe r from the lingering effects of the magic that destroyed their home or due to some property of this new land, their physical nature was altered, transforming them into maenads. Their grief at the destruction of their homeland is the most likely source of their racial anger, though some suspect that anger to have an earlier root that might be linked to the cataclysm.


SEAS OF EBERRON THE TEN SEAS T h e vast world ocean that covers Eberron is divided into ten distinct bodies of water, defined by the boundarie s of the landmasses they encompass. Th e lines between seas are often difficult to draw, and a matter of particular dispute involves determining where the Lhazaar Sea ends and the Sea of Rage begins. (Commo n wisdom holds that when storms erupt and unexplainable events start happening, a ship has left the Lhazaar and entered the Sea of Rage.) The Barren Sea lies to the west of Khorvaire , northwest of Xen'drik and east of Sarlona . It encompasses warm, tropical waters and cold expanses in the north . It flows into the Sea of Lost Souls to the south and the White Sea to the northwest. Zarash Bay and Crescent Bay in the Shadow Marches are part of the same body of water. Th e Phoenix Basin, between Xen'dri k and Kapaeria n Island, is part of the Barren Sea. Varuz Bay, at the eastern end of Sarlona, marks its edge. Th e Barren Sea is so called because it is poo r for fishing and devoid of apparent life. Hideous monsters are said to inhabit its depths—but sailors make that claim about all ten seas. In fact, sailors have more to fear from storms, icebergs in the north , and unpredictabl e winds tha n they do from any living thin g in the Barre n Sea. In addition to the mundan e risks of storm and calm, the Barre n Sea is known for scattered areas of dead calm—areas of perfectly still water, sometimes suffused with negative energy that attracts undead . (Dead calm areas are detailed in Stormwrack.) The Bitter Sea is north of Khorvaire , between that continent and the Frostfell. It includes Eldeen Bay and Karr n Bay cut into the northern coast of Khorvaire , and two major channels: Icewhite Channe l between the Demon Wastes and the islands to the northeast, and Icegaunt Chan - nel between Icewhite Island and the Frostfell. Floating icebergs are a serious hazard in these waters, particularly in the summe r months when they shear off the Frostfell and drift south into important shipping lanes just off Khorvaire . Despite its inland location, Thran e has always made an effort to maintain a presence in the Bitter Sea alongside ships from Aundair and Karrnath . The Dark Sea lies in the virtually unexplored south, beyond Argonnessen. Its boundaries and dangers are little known, and the "dark" of its name refers less to its lack of sunlight in the winter months than to the cloud of ignorance surroundin g it. Icebergs and dragon turtles are said to be roughly equivalent threats in the Dark Sea. Sailors also claim that SAILORS' EXPRESSIONS Among the colorful phrases and expressions used by sailors are several that refer to one or more of the ten seas of Eberron. "Ten Seas!"—A common exclamation of surprise or disgust. "Gone down to the Dark"—Used to describe a ship lost at sea. The expression originally referred to the Dark Sea, but is now understood to mean the lightless depths of any sea. "Like sailing the Teeth"—Used to describe a very difficult task, referring to the risks of navigating the straits of Shargon's Teeth. "Halfway across the Sea of Rage"—Used to describe one whose grip on sanity is not strong, or simply a person with crazy ideas. Sarlona is commonly portrayed as the land of madness. "Crossing the Thunder"—Said of someone who is absentminded or daydreaming. WHAT DO YOU KNOW? Knowledge (arcana) DC 20: Drago n turtle s and drago n eels swim throughou t some of the seas—particularly the Thunde r Sea and the Dragonreach. DC 25: The Thunde r Sea covers a number of sunken ruin s from the ancient giant empires of Xen'drik , as does the Phoenix Basin. Th e complicated nature of underwater exploration has caused these ruins to remain largely unexplored, except perhaps by the sahuagin and other aquatic races. Knowledge (geography) DC 10: Khorvair e is bounded by the Bitter Sea to the north , the Lhazaar Sea to the east, the Thunde r Sea to the south, and the Barren Sea to the west. The straits of Shargon's Teeth lie along the most common route from Sharn to Stormreach in Xen'drik, but they are infested with sea devils. DC 15: Eberron has ten seas: the Barren Sea, the Bitter Sea, the Dark Sea, the Dragonreach , the Icemaw Sea, the Lhazaa r Sea, the Sea of Lost Souls, the Sea of Rage, the Thunde r Sea, and the White Sea. Knowledge (history) DC 20: Some historical records, virtually indistinguishable from ancient legends, claim that, in addition to the Aereni and the drow, a third race of elves lives unde r the waters of the Thunde r Sea. These aquatic elves are said to have been slaves to sea-dwelling giants—the ancestors, perhaps, of storm giants. DC 35 : On e of the many kingdoms that ruled Sarlona before the arrival of the Inspired is now called Aventus, though its ancient name flows less comfortably off moder n tongues. This kingdom was powerfu l an d might have expanded to dominate the continent, except that some great cataclysm sunk it beneath the waves. Th e degenerate survivors of this kingdom are an aquatic race called the aventi, inhabiting the Sea of Rage. Knowledge (nature) DC 15 : Storms are the greatest threat to ships at sail in any sea, but the Sea of Rage and the White Sea are known for supernaturally deadly storms.


certain regions of the Dark Sea have dramati c tides that create strong currents near the coasts, drawing ships in to be smashed on reefs or rocks near land. T h e Icemaw Sea is a narrow body of water that lies between Xen'dri k and Everice. It is studded with islands and icebergs. (See the Frostfell entry on page 66 for more information about the Icemaw Sea.) The Dragonreach stretches between Argonnessen and Aerenal, blending into the Thunde r Sea at the western end and the Lhazaar Sea and the Sea of Rage in the north. It is a favorite haunt of dragon turtles, and water-loving dragons (particularly bronze dragons) frequently swim in its waters. Most sailors are reluctant to sail through it as a result, and when they do, they hug the Aerenal coast. T h e Lhazaa r Sea lies east of Khorvair e and west of Sarlona, with no clear boundar y between it and the Sea of Rage. Sailors agree that the Lhazaa r Sea touches the Tashyvar Islands at the northwester n end of Sarlona, while the Sea of Rage begins farther south along the Sarlonan coast. Adde r Bay in Q'barr a is part of the Lhazaar Sea, as are the countless channels that divide the islands of the Lhazaa r Principalitie s from each othe r and from the mainland . Whales make their homes in the Lhazaar Sea, which means whaling is a profitable industry in the area. However, large orcas sometimes attack ships, and the huge fey known as ocean striders (detailed in Monster Manual II) seem to view themselves as protectors of the whales in the area. T h e Sea of Lost Souls extends from the southwest part of Xen'drik to the southeast part of Sarlona and the east coast of Argonnessen. It is known as a perilous sea for sailing, and its reputation for being haunted by numerous ghost ships gives it its name. Though its southernmost reaches are covered by the unmelting Everice, it extends all the way to the equator, which is considered the dividing line between it and the Barren Sea (in the east) and the White Sea (in the west, near Sarlona). Th e Sea of Lost Souls is also said to be the deepest of Eberron's oceans—some legends speak of a trench extending miles beneath the surface, a region so dark that the darkness itself is alive. T h e Sea of Rage is bounded by Sarlona to the north and east and Argonnesse n to the south. To the west it meets the Lhazaa r Sea. It is known for freak storms and bizarre happenings, from giant waterspouts to supernatural maelstroms and stormfire. (See Stormwrack for details of these hazards.) T h e Thunde r Sea lies between Khorvaire , Aerenal, and Xen'drik. Shargon's Teeth mark its western extent, and to the east it flows into the Dragonreach (via the Aerenal Channel) and the Dark Sea. Beneath its surface lie sunken ruin s from the Age of Giants, particularly in the area aroun d Shargon's Teeth. Besides the sahuagin that infest the straits, dragon eels, dragon turtles, kraken, and numerous other creatures prey on ships sailing the Thunde r Sea. Thick kelp beds frequently slow the progress of ships plying these waters, even those that stay close to Khorvaire's coast. Kraken Bay, once the home to Cyre's fleets, is part of the Thunde r Sea, and is home to nearly as many bizarre monsters as the Mournland itself. The White Sea extends nort h from Sarlona's coast to the edge of the Frostfell. It combines the worst qualities of the Bitter Sea and the Sea of Rage—often frozen or choked with icebergs, even as it is prone to freakish weather and bizarre happenings. Th e sailors of Khorvaire avoid it at all costs, preferring to chart a course for Varuz Bay on the rare occasions they sail to Sarlona. RACES Of THE SEAS The seas of Eberron are home to a variety of life, including groups of sentient creatures, nomadic tribes, and even entire civilizations. The most familiar of these are the sahuagin, or sea devils, which are particularly common in the straits of Shargon's Teeth between Sharn and Stormreach. Sahuagin are relatively common in the cliffside areas of Sharn, negotiating with sailors for safe passage through the straits. A knowledge of the Sahuagin language is considered a key quality for success as a sea captain. The four races mentioned below are described in detail in Stormwrack. The aventi are humanlike descendants of a sunken civilization. They are primarily found in the Sea of Rage between Sarlona and Argonnessen, and their racial myths say that their ancient empire was once part of Sarlona. Darfellans are a race of brooding humanoids found in the western Bitter Sea, particularly around Icewhite Island. Once far more widespread, they were nearly exterminated by the sahuagin. Aquatic elves (originally described in the Monster Manual) are said to be a third surviving offshoot of the ancient elf cultures of Xen'drik—a wayward sibling to the elves of Aerenal and the drow that remai n in Xen'drik . They live in small, isolated communities in the Thunde r Sea along the coast of Xen'drik , where they are continually hunted by the sahuagin. The simianlike, humanoid hadozees are most commonly encountered aboard ships captained by members of other races. They are very rare, and their original homeland is unknown, though Xen'drik is most commonly advanced as a plausible location.


SHIFTERS TOUCHED BY THE BEAST Shifters are descendants of humans and natural lycanthropes. They are lithe, agile folk who look basically human, but with long, shaggy hair, sideburns (in both sexes), pointed ears, large eyes, heavy eyebrows, and wide, flat noses. Their forearms and lower legs are densely muscled, and they grow hair so thick that it is sometimes mistaken for fur. Shifters frequently adopt a hunched posture, preferring to crouch or perch on a tree limb, ledge, or piece of furnitur e rather than standing or sitting. Sometimes called "the weretouched, " shifters inherit from their lycanthrope ancestors a limited ability to transform into a semibestial state. Shifting is a natura l ability rathe r than a curse or a disease, and it cannot be cured or otherwise removed. Neithe r can it be passed to a nonshifter through biting, claw attacks, or any other method. When she is shifting, a shifter's features take on an even more bestial appearance, although she does not actually assume a fully animal form. Her eyes have a feral glint, she snarls and growls when angered, and she is able to tap into her lycanthropic nature to access extraordinary physical abilities. These changes and the abilities gained are related to the kind of lycanthrope the shifter descends from. Some shifters display features distinctly reminiscent of one kind of animal, while others exhibit a mixture of influences. T h e act of shifting makes some shifters stronge r or tougher. Others find themselves able to move faster, climb near-vertica l surfaces, or fly. Th e most dangerous shifters become so lost in their transformation that they begin to fight like animals, biting and clawing in a brutish rage. Ther e are ten main shifters bloodlines (or traits). Individual shifters usually manifest only a single shifter trait, but after generations of bloodlines commingling, some display two of the following traits: beasthide, cliffwalk, dreamsight, gorebrute, longstride, longtooth, razorclaw, swiftwing, truedive, and wildhunt. (The dreamsight, gorebrute , swiftwing, and truedive traits are introduced in Races of Eberron.) Like any other race, shifters cannot be said to share a single personality type or a universal preference for one lifestyle over another. However, due to their lycanthropic ancestry, many shifters do have quick tempers. Members of other races consider them rude and even boorish, and it is true that shifters have little patience for being treated like animals or idiots and don't hesitate to set aside social conventions when they feel the situation warrants it. Shifters with a common trait also tend to share patterns of behavior as well—cliffwalk shifters are often shy and introverted, for example, while gorebrutes are the opposite. Shifters do not have a homeland, since their hybrid lineage developed where human s and natura l lycanthropes shared the same lands. Lycanthropes were brought to near extinction in Khorvaire more than a century ago, so the only places left for shifters were in human lands. They have always been victims of prejudice and distrust, though, and are often unable to find acceptance even in the lands of their birth. Because they are so regularly made to feel like outcasts, shifters gather in communities of their own. They have a fiercely independent streak, and use their feral abilities to hunt for food and scrounge for shelter rather than give money to the very people whose ill-formed opinions force them to live this way. Raised in these communities, shifters come to view their lives in terms of hunting and a constant fight for survival. Othe r shifters decide to give up on civilization and its prejudices entirely. Th e Eldeen Reaches is the most popula r destination for shifters who want to live as close to the land as possible. There , they become trappers, hunters, or sometimes guides—and visiting city-dwellers pay a substantial fee to reap the benefits of the shifters' natural abilities. WHAT DO YOU KNOW? Knowledge (local) DC 10: Shifters are members of a true race that traces its origins from both human s and natura l lycanthropes. They do not change into animal form, but can transform themselves to gain some bestial characteristics. A check against this DC is also sufficient to learn whether there is a shifter community in or near a local settlement and whether ther e have been any notable recent incidents involving shifters. DC 15: Th e ten main types of shifters have different characteristics while shifting. They include longstride shifters (who move faster while shifting), longtooth and razorclaw (who gain natural weapons), and wildhunt (who have keen senses). A check against this DC is also sufficient to learn roughly how many shifters live in or near a local community and where they can be found. DC 20: Th e othe r types of shifters are beasthide (who gain thick hides), cliffwalk (who can climb), dreamsight (who have an affinity with animals), gorebrut e (who gain horns), swiftwing (who can fly like bats), and true - dive (who can swim like dolphins). DC 22: Shifters place a great deal of emphasis on self-reliance and freedom, believing that the latter is the reward for the former. DC 25: Ragewild shifters are berserker warriors sworn to defend all shifters, regardless of tribe or affiliation, from outside attack. DC 30 : A very small numbe r of shifters are trained to interact with members of other races to prevent misunderstanding and tragedies such as the Churc h of the Silver Flame's inquisition from ever targeting the shifter race again. Thes e shifters are called loreguards. Knowledge (religion) DC 20: Within shifter communities, the moonspeaker druids guide the shifters' religious life. Traveling often to different enclaves, the moonspeakers carry news and maintain bonds among these far-flung communities.


SHIFTER RELATIONS Many people claim that shifters are difficult to get along with, but the vast majority of these people have never actually taken the time to try to get to know a shifter, let alone put in a good-faith effort at friendship. Othe r folk hold prejudices and preconceptions about shifters, but the truth of the matter is that they are no more a homogenous group than elves or dwarves are. Despite the commonly stated preconceptions about shifters, as you travel across the length and breadth of Khorvaire , you meet as many shifters who break the stereotypes as confirm them. Shifters Ar e Rude : Shifters are individuals with the same range of personalitie s as any othe r race. Some are predisposed to having quick tempers—particularly gorebrute and longtooth shifters—and beasthide shifters have a well-earned reputation for being blunt, speaking loudly, and interruptin g others. Consider, however, that having people constantly accuse your entire race of being rude can certainly grate on anyone's nerves. Shifters Are Bloodthirsty: Shifters are carnivorous, and so are as bloodthirsty as any meat-eating race. This stereotype probably grows out of the fact that shifters have a strong sense of self-reliance and prefer to hunt their own food. Shifters Ar e Devious: It is true that shifters have the ability to move extraordinarily quietly, but most have no devious motives for doing so. Rather, a great many shifters are hunters (by choice or necessity), and so moving as unob - trusively as possible has become second nature to them. Shifters Ar e Stupid: Shifters have the same capacity for thought and intelligence as any race. They are sometimes denied the advantages of formal education (either because of prejudice or the fact that many live in remote areas), but shifters are employed on the faculties at the finest universities in Khorvaire. Shifters Have One-Trac k Minds: This preconception is anothe r reflection of the shifters' natura l huntin g ability. When in stressful situations, they focus on the most important matter at hand to the exclusion of all else. This is a distinct benefit in life-or-death encounters, but can sometimes make a shifter seem incapable of splitting her attention when the stakes are less dire. For their part, shifters are suspicious of other races. They have never fit in with the established political order of Khorvaire, and their emphasis on self-reliance makes them reluctant to seek companionship or support from members of other races. Their history of prejudice and persecution has left them a legacy of fear. In particular, shifters distrust any religion brought to them by missionaries or crusaders, preferring to follow the ancient teachings of their druids, the moonspeakers (see Races of Eberron). NEW SHIFTER FEATS Bot h th e EBERRON Campaign Setting and Races of Eberron includ e a numbe r of shifter feats. Th e three feats presented here are additional shifter feats. As with all shifter feats, taking these feats increases the duration of shifting and might increase the numbe r of times pe r day a shifter can use her ability. Shifter Acrobatics [Shifter] Your heritage makes you agile and light-footed. Prerequisite: Shifter with the cliffwalk, longstride, or swiftwing trait. Balance 4 ranks, Jump 4 ranks, Tumble 4 ranks. Benefit: When shifting, you gain a bonus on Balance, Jump , and Tumble checks equal to twice the numbe r of shifter feats you have. Shifter Magnetism [Shifter] Your heritage gives you a strong animal presence. Prerequisite: Shifter. Benefit: You gain a bonus on Handl e Animal , Intimidate, and wild empathy checks equal to the numbe r of shifter feats you have. This bonus applies even when you are not shifting. Shifter Stealth [Shifter] You can call upon your bestial heritage to increase your stealth. Prerequisite: Shifter with longstride, swiftwing, or wildhunt trait, Hide 4 ranks, Move Silently 4 ranks. Benefit: When shifting, you gain a bonus on Hide and Move Silently checks equal to twice the numbe r of shifter feats you have.


SOCIETY AND STATUS How THE WORLD WORKS The social structure of Khorvaire is often described as a great pyramid. Built on a wide base representing the common laborers, the pyramid tapers quickly to the pinnacle: the ruling families of the Five Nations and other figures of equivalent political, economic, and social power. As described in the EBERRON Campaign Setting (page 132), six out often people in the Five Nations belong to the common class—farmers, laborers, and poorer traders. Thre e often belong to the middle class, a relatively new innovation in the social order, dominated by people who have earned enough money through trade and artifice to put themselves on a level with the nobles of older times. One person in ten belongs to the class of the truly wealthy, which includes merchant barons and dragonmarked lords who rule empires of trade and commerce, as well as the kings and queens who rule nations. Life for the common class is not much altered by the passage of centuries or the change of regimes. The people of Valenar experienced little change when rulership of their land passed from Cyre to the Valaes Tairn; they continued to work their farms, pay their taxes, and live and die very much as they had since the beginning of human settlement. Advances in both magical and mundane technology can make life easier for the common folk, but only after those advances become so widespread that people can afford to make use of them. The first humans to arrive in Khorvaire from Sarlona brought iron tools with them, so even the fundamental technology of metalworking has changed little for the common folk in all the centuries since. In contrast, the middle class might be the locus oft he greatest change in society, technology, and economics in the history of Eberron. Its very existence dates back only as far as the creation of Galifar. By their nature, the dragonmarked houses exerted a great deal of power in trade and commerce from the moment their powers arose, and they brought that power to bear in the political realm by launching the War of the Mark fully five centuries before the reign of Galifar I. By the time of Galifar, the power of the dragonmarked houses was such that the king was forced to recognize it—and indeed to court it in order to accomplish his bid to unite the Five Nations. In some ways, the story of the formation of Galifar and the birth of the middle class run parallel, for with the emergence of a unified kingdom, the wealth of the houses grew enormously, and an ever-increasing numbe r of people associated with the houses gained a significant share of that wealth. By the early ninth century, the dragonmarked houses had grown to such importance that they had eclipsed the hereditary nobility of the Five Nations in all but name. Naturally, the dragonmarked houses were not the only ones to profit from the growing importance of trade and commerce. Merchant lords not associated with the houses have been slower to arrive in the halls of power, but by the middle of the Last War, such independents were solidly ensconced there alongside the dragonmarked heirs and lesser nobles. Today, while nobles retain status and power by virtue of their class, they must share that power with those who have earned it by virtue of their economic might. The middle class has risen to its elevated position in society by riding on the back of magical and technological innovation. The manifold use of magic in the everyday life of Khorvaire primarily benefits those who can afford to make use of it, or those who have near-exclusive command over the unique powers of the dragonmarks. Though only a rare few members of the dragonmarked houses carry the actual marks that hold the magical power of the house, every member benefits from the use of that power—particularly through innovations such as message stations, lightning rails, and elemental galleons. Such advances allow the houses not only to put their magical power to novel uses, but to create steady sources of new income. T h e hereditary nobles retain their status in the uppe r part of the middle class by remainin g useful. They hold grants of land bestowed by the rulers of the Five Nations, and repay them by governing and WHAT DO YOU KNOW? Knowledge (arcana) DC 10: Wizards, sorcerers, and artificers command respect wherever they go. Knowledge of minor magic, such as that possessed by magewrights, is sure to increase one's status. Knowledge (local) DC 10 : Society and status varies greatly by region. Th e Five Nations are open and cosmopolitan. In civilized society, laws protect members of all races and social classes equally. DC 12: More tha n half the people of Khorvair e are commo n farmers, unskilled laborers, and tradesfolk who form the poor economic class. DC 13: The large middle class of Khorvaire includes skilled laborers, prosperou s traders an d shop owners, skilled artisans, most nobility, lowlevel adventurers, and some members of the dragonmarked houses. Knowledge (nobility and royalty) DC 10: Th e royal line of King Galifar I is the Wynarn family. DC 12: The dragonmarked houses command great prestige. Their leaders are on par with kings and queens, while other members are solidly in the middle class. DC 15: The three remaining monarchs— Aurala of Aundair, Boranel of Breland, and Kaius of Karrnath—are all members of the Wynarn family, as are Diani of Thran e and Oargev, the leader of New Cyre. Th e families of these monarchs make up a large part of the upper class of Khorvaire's society, and all of them are important political forces. DC 25: Th e infamous sky pirate Cap - tain Lujaad, whose exploits are pub - lished in the cheaper chronicles, is actually a nephew of Breland's Kin g Boranel—much to the embarrassment of the royal family. Knowledge (religion) DC 10: Churc h leaders are members of the middle class or upper class. In some areas, particularly Thrane , the church has great political power, and its members and leaders claim higher status as a result.


protecting the common folk who live on their lands, paying taxes to the heads of state, and supplying troops to serve in their lord's armies. If the guildmasters of Khorvaire—those associated with the dragonmarked houses and those who are not—forced their way into the middle class alongside the hereditary nobility, the heads of the dragonmarked houses rode that cresting wave to the highest positions, making the dragonmarked barons nearly equal to the rulers of the land. Those rulers live within a web of court intrigue and international espionage. The royal families of Khorvaire's nations—even the remnants of Cyre—are a major political force, their homelands as well as beyond their borders. The siblings, children, nieces, and nephews of the actual rulers hold important posts in the governments of Khorvaire, and many of them are heavily involved in trying to secure the throne for themselves or someone closer to them than the current ruler. Even in Thrane , where the monarchy has been replaced by the Church of the Silver Flame, Queen Diani retains her title as a figurehead. She schemes behind the scenes to overthrow the theocracy and regain her place of power—if not for herself, then for her children. THE PLACE Of ADVENTURERS Adventurers possess a great deal more wealth than most of society. Low-level adventurers are middle class, while those of mid-level and highe r fall into the uppe r class. Their wealth and prowess can grant them political weight if they care to use it, and adventuring puts one in touch with the individuals and organizations that shape the world. Society sees adventuring as phenomenally dangerous but potentially rewarding in equal measure. Adventurers have a mystique that others find exhilarating, and their high mortality rate only makes those who survive seem more heroic. Personal politics can play a large role in an adventurer's life. The many nations of modern Khorvaire jostle in close proximity, vying for political, economic, and military superiority. An adventurer can make powerful allies over the course of his career. However, making an ally of someone usually involves making an enemy of someone else, and adventurers inevitably wind up on the wrong side of certain individuals and organizations. Shrewd adventurers minimize their political risks and maximize their gains. LUJAAD IR'WYNARN. SKY PIRATE Not all nobles are stuffy courtiers who spend all day playing politics in the noble courts. Some rankle at such dull lives and long for excitement. If they are lucky enough not to be too far up the line of succession, a few of them even manage to obtain it. Such was the case for Lujaad ir'Wynarn , twenty-eighth in line for the crown of Breland. Lujaad is the fifth child of King Boranel's youngest sister. He was raised as part of the extended royal family in the court at Brokenblade Castle. A bright lad, he attended all the same classes and training sessions as the king's children. In fact, he proved more capable than most of them when it came to leadership skills and military strategy. As he came of age, Lujaad was groomed to take a position in the upper ranks of Breland's army, leading forces into what he hoped would be the decisive battles that brought the Last War to an end with his Uncle Boranel on the throne . Whe n word of the Thronehol d Accords came to Brokenblade—along with word that King Boranel had been pivotal in brokering the peace—Lujaad became despondent. Without the war, he lost every hope and dream he had ever known. With no enemy to battle, he turned to adventuring, spending more and more time in the wilds of Xen'drik until one day his expedition returned without him. The royal family of Breland initially believed that Lujaad perished in the jungles of the wild continent, but in fact he snuck away from his entourage, making his way to a tiny coastal town populated almost entirely by mercenaries and pirates. Lujaad signed on with the crew of a pirate airship and began working his way up the ranks. Now, just a fewyears later, Lujaad has secured a Lyrandar airship of his own, with as loyal and skilled a crew as any in the skies or on the sea. They obey the laws of honorable warfare, only targeting rich merchant ships or noble ships, and never kill unless absolutely necessary. In fact, "The Exploits of Captain Lujaad and His Valiant Crew" are developing quite a following among the readers of the several chronicles printing them—to the embarrassment of King Boranel. SWASHBUCKLERS Swashbucklers (described in Complete Warrior) are quite common in Khorvaire, particularly in the major cities of the former Five Nations. The swashbuckler's emphasis on quick swordplay and light armor perfectly suits Khorvaire's sophisticated culture, although combatants in the Last War practiced heavier combat styles. Swashbucklers served as officers in the Last War, or else avoided the peril of war on the front lines by serving in home guard units in major cities.


THE SOVEREIGN HOST POWERS OF LIGHT T h e people of Khorvaire acknowledge an extended pantheon of gods, all of whom are connected or related in some fashion. Some gods are loving and beneficent, some distant and unapproachable, and still others malicious and deceptive. Most people offer prayers to different gods depending on the situation and what sort of reply (if any) they hope for. The Sovereign Host is a collection of the deities most commonly worshiped by the majority of the populace. O n a daily basis, Khorvarians pray to the Sovereign Host as a group rather than to any one god. The text below expands the domains available to clerics of the Sovereign Host by including domains from Complete Divine. Domains from that book are marked with an asterisk. ARAWAI God of Agriculture Neutral Good Arawai is the sister of Balinor and the Devourer, and the mother of the Fury (see page 33). She is most often pictured as a female half-elf. Arawai is considered the deity of fertility, plant life, and abundance. She is especially worshiped by druids, rangers, farmers, sailors, people who wish to have children, and anyone who is concerned with weather or fertility. Domains: Good, Life, Plant, Weather. Favored Weapon: Morningstar. AUREON God of Law and Knowledge Lawful Neutral Aureon is the brother of Onatar, the husband of Boldrei, and somehow related to the Shadow. He is usually described as a gnome or human wizard. Aureon is the patron of wizards, sorcerers, and other arcane casters, and is worshiped by scholars, sages, librarians, and scribes. Domains: Force*, Knowledge, Law, Magic, Mind*, Oracle*. Favored Weapon: Quarterstaff. BALINOR God of Beasts and the Hunt Neutral Balinor is the brother of Arawai and the Devourer. He is portrayed as either a burly huma n or a crude yet good-natured half-orc. Hunters, druids, barbarians, and rangers worship Balinor, and he is associated with hunting and anything having to do with animal life. Domains: Air, Animal, Celerity*, Earth. Favored Weapon: Battleaxe. BOLDREI God of Community and Hearth Lawful Good Boldrei is the wife of Aureon, and is usually depicted as a commoner of any race. Boldrei is considered the protector of villages and homes, and prayers to her are carved into the cornerstones or rafters durin g the construction of any new buildings. He r name is invoked to bless marriages and newly appointed government officials. Domains: Community, Good, Law, Protection. Favored Weapon: Spear. DOL ARRAH God of Honor and Sacrifice Lawful Good Dol Arrah is the sister of Dol Dorn and the Mockery. She is most often pictured as a human or half-elf knight shining with holy radiance. Dol Arrah is the deity of honorable combat, self-sacrifice, and sunlight. She is considered to be the patron deity of paladins, generals, and diplomats. Domains: Glory*, Good, Law, Sun, War. Favored Weapon: Halberd. WHAT DO YOU KNOW? Knowledge (religion) DC 5: Th e faith of the Sovereign Host is the dominan t religion of Khorvaire , practice d in every natio n and by members of every race. It is devoted to a pantheon of nine deities: Arawai, Aureon , Balinor, Boldrei, Dol Arrah , Dol Dorn, Kol Korran , Olladra, and Onatar. DC 10: Most people revere the Sovereign Host as a whole, not just a single deity, although they naturally address prayers about certain topics to different deities. DC 12: Th e gods of the Sovereign Host are well disposed toward mortals, and are said to be the source of all earthly blessings. Natural disasters, disease, monsters, vermin, and other plagues of mortal life come from the Dark Six, the gods who were cast out of the pantheon for their wrongdoing. DC 15: A successful check against this DC grants details about the align - ment, portfolio, symbol, represen - tation, and family relationships of each deity. DC 20: Devotees of the Sovereign Host have no expectation of a glorious afterlife—they know that their souls will be consigned to Dolurr h after their death. They believe, however, that faithful service to the Sovereign Host brings ample reward in this life, while disloyalty brings swift justice. DC 25 : As humans spread across Khorvaire, they assimilated the religions of other races and cultures into the faith of the Sovereign Host. While the faith of the Silver Flame and the bizarre traditions of the elves remain unas¬ similated, many say it is just a matter of time. This process of assimilation is one explanation for why each deity is depicted in a variety of different forms, and even as a member of different races. These various depictions are a legacy of the deities assimilated from other cultures. DC 30: Each deity is sometimes depicted as a dragon. Some scholars believe these representations of the Sovereign Host are their oldest forms, and claim that the deities are actually dragons that have ascended to godhood.


DOL DORN God of Strength at Arms Chaotic Good Dol Dorn is the brother of Dol Arrah and the Mockery, and is most often depicted as a heavily muscled human. He promotes bodily strength and martial training, and is considered to be the paragon of physical perfection. He is worshiped by soldiers, monks, athletes, and anyone whose life is devoted to building physical strength and resilience. Domains: Chaos, Competition*, Good, Liberation*, Strength, War. Favored Weapon: Longsword. KOL KORRAN God of Trade and Wealth Neutral Kol Korran is the son of Olladra and Onatar, and the twin brother of the Keeper. He is described as a fat, cheerful human or dwarf in fine clothes. Kol Korran oversees all financial transactions, businesses, and places where great wealth is stored. His most devoted worshipers are merchants, moneylenders, landowners, thieves, and members of wealthy families. Domains: Charm, Commerce, Pact*, Travel. Favored Weapon: Mace. OLLADRA God of Feast and Good Fortune Neutral Good Olladra is the wife of Onatar, and the mother of Kol Korran and the Keeper. She is pictured as a young halfling or an elderly human. Olladra is said to bestow luck and good health on those she favors. She is the patron deity of rogues, bards, entertainers, and gamblers, and is also venerated by innkeepers and hosts of large gatherings. Domains: Feast, Good, Healing, Luck. Favored Weapon: Sickle. ONATAR God of Artifice and the Forge Neutral Good Onatar is the husband of Olladra and the father of Kol Korran and the Keeper. He is usually depicted as a dwarf smith. Not surprisingly, Onatar is revered by artisans, artificers, smiths, smelters, and anyone who makes things— especially dwarves and gnomes. Domains: Artifice, Creation*, Fire, Good. Favored Weapon: Warhammer. THE ALL-INCLUSIVE HOST The religion of the Sovereign Host is the dominant faith of Khorvaire for one very good reason: It conquered almost all competing religions by embracing them. The theologians of the Sovereign Host do not restrict their conceptualizations of the deities to a single image, but accept that Dol Dorn (for Symbol of the Sovereign Host example) has revealed himself to different people in different times and places in very different ways. Rather than sending missionaries to convince the orcs of the Shadow Marches that Dol Dorn is superior to their war god, the church of the Sovereign Host simply accepts that both deities are the same god, and allows the orcs to call Dol Dorn whatever they wish. As a result, while orcs still appeal to their ancient god Garu-Umesh the One-Eyed in a few places in the Shadow Marches, among most orcs that ancient name has fallen into disuse—along with the primitive rite of putting out one eye of any orc who sought to become a priest. Ancient inscriptions suggest that Khorvaire once had a diverse religious landscape. The Ghaal'dar goblinoids who succeeded ancient Dhakaan had their own pantheon of sixteen deities, all but one of whom is now easily identified with a deity of the Sovereign Host or the Dark Six. At the same time, the ore nations of the west revered their own deities, the dwarves of the north held to their own traditions, and the primitive halflings of the Talenta Plains worshiped the nature spirits of earth and sky. The first humans to come to Khorvaire brought their own pantheon of nine gods—the clear precursor to the Sovereign Host. As humans spread across Khorvaire, they identified their own deities with the more beneficent of the existing goblinoid deities. They also incorporated the malevolent deities into their myths, casting them as relatives of the Sovereign Host but renegades against their divine families—the Dark Six. This policy of faith-based inclusion seems to have had a limit, however, for one goblinoid deity found no place among either the Sovereign Host or the Dark Six. The name of this deity is lost—the humans apparently waged a relentless campaign to strike its name and visage from any written record they could find. A number of ruins dating from the period between the fall of the Dhakaani Empire and the triumph of humanity depict sixteen gods in orderly arrangement, but the face of one is always chiseled away. There have always been some who question this theology of inclusion and appropriation, holding as objective truth the fact that Dol Dorn and Garu-Umesh are two distinct entities. They believe that the old gods supplanted by or incorporated into the Sovereign Host have died or gone dormant with the ascendance of the Host. The inclusiveness of the Sovereign Host has made it Khorvaire's most successful religion, but it has never been the only religion. As much as the followers of the Host would like to believe that the Silver Flame is just an emanation of Dol Arrah, devotees of the Silver Flame don't care to hear it. Perhaps after several more centuries, the Silver Flame, too, will be assimilated—along with the Path of Light and even the Undying Court. FAVORED SOULS While clerics are frequently devoted to the entire pantheon of the Sovereign Host, favored souls (described in Complete Divine) devote themselves to specific deities of the Sovereign Host (or the Dark Six). Some favored souls are associated with other faiths, but the majority choose a single deity of the Host to emulate. Like clerics in Eberron, a favored soul need not have an alignment within one step of her deity's alignment, and she can be neutral regardless of her deity's alignment.


VALENAR WARRIORS OF GLORY The elves of Valenar are among the most fearsome warriors on Eberron. Their society is dedicated to martial perfection. They idolize the military heroes of antiquity, believing that the greatest warriors of this age will become vessels for the champions of the past. Ten thousand years ago, elf warriors watered the sands of the Blade Desert with goblin blood, until overwhelming opposition and dragonfire forced them to retur n to Aerenal. Today, they have come again to Khorvaire and claimed a kingdom, but the Valenar are not content with this newborn nation. Seeking glory in battle, Valenar warbands push deep into the Talenta Plains and Q'barra in search of worthy foes. While most people refer to both the elves and the land they inhabit as Valenar, the elves are properly called the Valaes Tair n ("warriors of glory"). They are the largest sect of the Tairnadal, an elven culture that follows a mor e militant path than the Aereni. Until the Last War, the Tairnada l lived in the norther n steppes of Aerenal, and much of the cultur e and social infrastructur e of the Valaes Tair n remain s there . Valenar is a land at war, and the elves of mainlan d Khorvair e are a mobile army, ready for action. Every year, more Tairnada l artisans and support folk travel from Aerenal to settle in the new network of taers (elf fortresses), but elves still learnin g the arts of war, those too infirm to fight, and the breeding herds of the wondrous elf horses remain secure on the island. Durin g the age of Galifar, this territory was claimed by the nation of Cyre. Few people chose to make their homes in the land beyond the Blade Desert, however, and these settlers received little support from the crown. When the Valaes Tairn mercenaries imported to fight for Cyre in the Last War broke ties to their masters and laid claim to this land, the common folk were content to accept the elves' rule. For them, life has changed little; if anything, the elves tax the commoners less than the kings of Galifar once did, since the Valenar soldiers are experts at living off the land. The elves treat their new vassals fairly, and the peasants have come to take pride in the military might of their new lords. They might not be free, but few of the commoners of Valenar see themselves as slaves—no more so than the commoners of Breland or Karrnath . A LEGACY OF WAR The culture of the Valaes Tairn is based around the heroes of Xen'drik— the champions who fought back against an empire of giants and freed the elves. Whe n a child is bor n among the Valaes Tairn , the priests of the Valenar—the Keepers of the Past—read the signs to determine the patron ancestor that will guide him through life. It is each child's duty to honor and emulate his patron ancestor, even as he strives to bring glory to his family. Many elves can share the same patron ancestor, leading to competition among them as each strives to be the perfect embodiment of his or her patron. Most of these patrons are mighty warriors, but a Valenar might just as easily follow the path of a weaponsmith, a siege engineer, or a war wizard. Ther e are even elves whose patron ancestors are civil engineers or laborers, and while they are rarely the subject of song or story, they play a significant role in Valenar society. The Valenar tradition of war is one of speed and stealth. Most Valenar soldiers are rangers—deadly stalkers who can live off the land, and who have an almost mystical connection to their remarkable horses (usually their anima l companions). Some Valenar supplement these skills with levels in wizard or fighter. The Keepers of the Past can be clerics or bards, and a Valenar bard following this faith can take spirit steed as a 4th-level spell. A cleric of the Keepers of the Past can choose from the Destruction, Protection, and War domains. As a pantheon, the Spirits of the Past are neutral in alignment, and their favored weapon is the double scimitar. WHAT DO YOU KNOW? Knowledge (geography) DC 10: Valenar is a region of desert and plains in the southwest of Khorvaire. An army of elf mercenaries annexed it from Cyre during the Last War. DC 15: Valenar's population is made up of former Cyran citizens of many races. They are generally content to serve the new Valenar overlords, living much as they did before the war. Knowledge (history) DC 20: Elves of Aerena l fought with Dhakaani goblins over this region long before human s came to Khorvaire . Ruined elf fortresses, abandoned for millennia, dot the landscape. Knowledge (local) DC 15: Battle is part of life among the Valena r elves. Violent crime s are often overlooked, but theft is a serious crime punished by maiming or even execution. Only elves are protected unde r the law, though most Valenar treat non-elf citizens fairly. Knowledge (nature) DC 10: Th e Valenar elves breed horses of amazing speed and agility. They are protective of their horses and offended at the sight of a non-elf riding one. The horses are bred in northern Aerenal and gelded, so they cannot be stolen and used for breeding. Knowledge (nobility and royalty) DC 10: House Vadalis is banne d outright from the borders of Valenar, while Thurann i and Phiarlan are not welcome. Hous e Lyranda r has been granted land in exchange for rain - calling and has a growing influence in Valenar. DC 15: The forty-five Valenar warclans all owe fealty to High King Shaeras Vadallia, but only twenty are under the command of the king at one time. The king grants titles and land to warriors who perform services for him, but these elves don't live on their lands, preferring to remain in motion. Knowledge (religion) DC 20: Th e Valenar elves worship their warrior ancestors. By emulating the deeds of their ancestors, they believe the spirits can live again.


While they are best known for their cavalry, the Valenar take great pride in their skill with the weapons of their people. A Valenar elf receives the Martial Weapon Proficiency feats for the shortbow (including composite shortbow), scimitar, and Valenar double scimitar. This replaces the elf weapon proficiency racial trait described in the Player's Handbook. TRAVEL IN VALENAR While much of Valenar is plains and steppes, the realm has a variety of more hostile environments. Th e jungl e of Scimitars holds many dangers for the unwary, and anyone who seeks to approach by land must cross the bitter sands of the Blade Desert. Th e elves themselves rarely trouble travelers, provided that there is no hint of horse-thievery and that the party presents no challenge to the realm. Adventurers who are antagonistic or overly flamboyant draw the attention of elf warbands and glory-seeking warriors, but a group that conceals its weapons and keeps its eyes on the earth is left alone as an unworthy challenge. Valenar is sparsely populated, with a handful of hamlets and villages scattered across the plains amid decrepit elf and goblin ruins. In the last forty years, the elves have refurbished a numbe r of their ancient fortresses, which now provide sanctuary to the roving warbands. Travelers are never allowed into the heart of an elf fortress, but local crafters maintain temporary trade villages outside their walls, catering to the needs of strangers. VALENAR FEATS Bladebearer of the Valenar [Racial] You have trained extensively with scimitars, including the Valenar double scimitar. You are adept at striking from horseback with the curved blades of the Valenar. Prerequisite: Elf, region of origin Valenar, proficiency with scimitar or falchion. Benefit: You treat the Valenar double scimitar as a martial weapon. Also, you deal an extra I point of damage when making a melee attack with a scimitar, a falchion, or a Valenar double scimitar while mounted. If you have any of the following feats for the scimitar, falchion, or Valenar double scimitar, you can apply the feat's effects to all three weapons: Improved Critical, Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, or Weapon Specialization. When you spend an action point to influence an attack roll made with a scimitar, a falchion, or a Valenar double scimitar, you also add the result of the action point die to your damage for that attack. Shield of Blades [Style] As a master of the double scimitar, you can weave a web of steel to protect yourself from attack. Prerequisite : Combat Expertise, Dodge, Exotic Weapon Proficiency (Valenar double scimitar), Two-Weapon Fighting, Weapon Focus (Valenar double scimitar). Benefit: If you wield a Valenar double scimitar and use Combat Expertise to add at least I point to your AC , you receive an additional +1 dodge bonus to AC. A weapon style feat (introduced in Complete Warrior) provides a benefit that draws upon a number of specific feats, and often requires the use of specific weapons, Spirit of the Stallion Your patron ancestor was a legendary cavalry soldier, and her spirit guides you and your mount. Prerequisite: Elf, region of origin Valenar, Mounted Combat. Benefit: While mounted on a Valenar horse, you receive a +1 circumstance bonus on melee attack rolls and melee weapon damage rolls. Valenar Trample You are trained in Valenar cavalry techniques emphasizing trampling your opponents into the ground. Prerequisite: Elf, region of origin Valenar, Mounted Combat. Benefit: When you attempt to overrun an opponent while mounted on a Valenar horse, your target cannot choose to avoid you. Both you and your mount can make one attack (your mount with a hoof and you with a melee weapon) against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. Special: A fighter can select Valenar Trample as one of his fighter bonus feats. This feat counts as Trample for the purpose of meeting any requirements or prerequisites.


REVENANT BLADE '7 am the blade that strikes unseen, the steel within the shadow. Let the enemies of my people fear the coming of night." —War praye r of Cia s Jhaelia n T h e revenan t blad e is a Valena r elf wh o ca n dra w o n th e skills of ancien t heroes, th e giant-slayers o f Xen'drik . Guide d by thes e ancestra l spir - its, th e revenan t blad e is a deadl y warrio r traine d i n th e arts of stealt h a n d survival . BECOMING A REVENANT BLADE Man y th e soldiers of Valena r follow th e pat h of th e ranger, an d this is a n excellen t roa d for th e revenan t blade . Th e ancien t Valena r wer e guerrill a warriors, an d a descendan t wh o honor s he r ancestors must b e skille d i n stealt h as well as battle . Barbarian s an d fighters ca n qualif y for th e class, thoug h th e skill requirement s ar e mor e onerou s for suc h charac - ters (possibl y requirin g a level of range r o r rogu e to gai n quic k access to th e class). Entry Requirements Race: Elf Bas e Attac k Bonus : +5 Skills: Hid e 5 ranks, Knowledg e (history ) 2 ranks, Move Silently 5 rank s Feats: Bladebeare r of th e Valena r (see pag e 141), Two-Weapo n Fighting , Weapo n Focu s (Valena r doubl e scimitar) Regio n o f Origin : Valena r CLASS FEATURES As a revenan t blade , you draw o n you r spiritua l bon d wit h you r ancesto r to enhanc e you r comba t prowess an d stealt h capabilities. Yo u also gai n grea t respec t fro m you r people . Ancestra l Guidanc e (Su) : Onc e pe r day, you ca n call upo n you r ancestors to gran t you knowledg e an d talen t beyon d you r norma l aptitudes. To accomplis h this, you must spen d 1 hou r in quie t meditation , startin g at dawn . A t th e en d of this hour, you gai n a bonu s feat selecte d from th e list below; you nee d no t mee t th e norma l requirements for th e feat. Th e feat lasts unti l daw n of th e nex t day. Alertness, Blind-Fight , Comba t Expertise , Dodge , Grea t Cleave , Improve d Critica l (Valena r doubl e scimitar), Improve d Sunder, Improve d Trip , Powe r Attack , Skill Focu s (Knowledg e [history]), Sprin g Attack , Stealthy, Weapo n Specializatio n (Valena r doubl e scimitar). At 3r d level, you ca n choos e two feats fro m this list upo n completin g you r meditation . A t 5t h level, you ca n choos e thre e feats fro m this list. You can't us e this bonu s feat to mee t any requirements o r prerequisite s (suc h as for anothe r feat o r a prestig e class). Her o of th e Valae s Tair n (Ex): Th e Valena r have immens e respec t for thos e wh o bon d wit h th e spirits of th e past. Yo u gai n a +5 circumstanc e bonu s o n Diplomac y check s mad e to influenc e th e attitud e of a Valena r WHAT DO YOU KNOW? Knowledg e (arcana ) D C 20 : Som e Valena r elves carry relics of thei r ancestors—a toot h or a sliver of bone—encased in an amule t that grants them supernatural power. This reli c creates a clos e bon d betwee n the e lf and th e ancestor , allowin g the living elf easier access to the skills and abilitie s of the ancestor . This amule t is called a zaelshin tu. Knowledg e (geography ) D C 15: Th e elve s o f Valena r belon g to an elf cultur e called the Tairna - dal, whic h revere s the spirits o f the ancien t elf heroe s wh o battled the giants o f Xen'drik . Tairnada l elves live in norther n Aerena l as well as Valenar . D C 20 : Each Tairnada l elf has a patron ancesto r give n at birth , an d seeks to hono r this ancestor throug h he r deeds in life . Knowledg e (religion ) D C 10: Valenar warriors seek to channe l the spirits of thei r heroi c ancestors. D C 15: Revenants blades are Valena r elf warrior s guide d by the heroe s of the past. The y are master s of stealth and the doubl e scimitar . D C 20 : A revenant blade can adapt his tactics to match almost any foe , and strikes with uncann y force . D C 25 : A revenant's adaptability come s fro m his abilit y t o channe l th e knowledg e an d talen t o f his ancestors. Thi s abilit y give s hi m access to the skills of great warrior s of the past—abilities most fighters study for years to learn . T H E REVENAN T BLAD E HI T DIE : D 8 Bas e Attack For t Re f Will Level Bonu s Save Save Save Specia l 1st +1 +0 +0 +2 Ancestra l guidanc e (1), her o of the Valaes Tairn , range r class feature s 2nd +2 +0 +0 +3 Shadow of the past 3rd +3 +1 +1 +3 Ancestra l guidanc e (2) 4th +4 +1 +1 +4 Gian t slayer 5th +5 +1 +1 +4 Ancestra l guidanc e (3), legendar y force Class Skills (4 + Int modifie r pe r level): Climb , Craft, Handl e Animal , Heal, Hide , Intimidate , Jump , Knowledg e (geography), Knowledg e (history), Knowledg e (nature), Listen, Move Silently, Profession, Ride , Search , Spot, Survival, Swim, Use Rope .


elf, as well as on Gathe r Information checks made when interacting with Valenar elves. Ranger Class Features: If you have ranger levels, your revenant blade levels stack for purposes of determining the abilities of your anima l companion. Your revenant blade levels also stack when determinin g the caster level of your ranger spells, but not when determinin g spells per day or any other ranger class feature. Shadow of the Past (Ex): At 2nd level and higher, you add your class level as a competence bonus on Hide and Move Silently checks. Giant Slayer (Ex): Though the elves of Valenar no longer war with the giants of Xen'drik, the ancestral memories of the champions of the past bur n strongly in you. At 4th level, you gain a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. You also gain a +4 bonus on weapon damage rolls against giants. You gain the ability to speak Giant (and read and write it, if you are literate) as if you had spent skill points to learn the language. Legendary Force (Ex): At 5th level, you become a true master of the double scimitar. Throug h skill and art, you learn to strike with astonishing strength. This ability allows you to treat both ends of the Valenar double scimitar as twohanded weapons, even when you use it as a double weapon. For example, you add 1-1/2 times your Strength bonus on damage rolls with each end of the weapon, and any damage bonus from the Power Attack feat is doubled when used with the weapon. PLAYING A REVENANT BLADE You are one of the deadliest warriors of a military culture. Your blade is the focus of your life, and from the moment you could walk you were taught the arts of stealth. You are cool, wary, always watching for the next threat—in part because of your militant training, in part because you feel most truly alive in battle. Beyond this genera l attitude , your personality is shaped by that of your ancestor, whom you idolize and seek to emulate in all the ways you can. Since you are a revenant blade, your ancestor must have been a master swordsman and deadly stalker. But what was he like? Was he a grim killer who rarely spoke and only smiled when huntin g a foe? A tortured poet whose skill at bloodshed was matched only by his hatred of violence? A former slave, a warrior princess, a romanti c explorer? Determin e the natur e of your ancestor, and as you rise in level consider ways you can mimic him. Dress, speech, mannerisms, hobbies—as time goes by, you slowly become your ancestor, so look for ways to represent this. The host of the Valaes Tair n is an army, organized into warclans and warbands. The revenant order stretches across the bounds of clan and bands. Your status is indicated by the zaelshin that you wear—a special brooch that indicates the identity of your ancestor and your role as a revenant. At the moment the revenants are a loose society, always searching for glory and awaiting the word of the High King. Combat: Your ancestors fought an empire of immeasurable power. You have inherited the skills of your patron, but also his wisdom—and the knowledge that stealth and cunnin g are just as important as strength and steel. Take your time in battle. Stalk your enemy and learn his weaknesses. When you strike, do so on your terms. As a revenant blade, your greatest strength is your versatility. Ancestra l guidanc e allows you to adapt your tactics to suit the needs of the day. This versatility helps you most if you have extensive knowledge of your foes before you enter combat. Try to evaluate your enemy and the skills of your opponen t long before you ever close in combat, and adapt your strategy to exploit these strengths and weaknesses. Advancement: All Tairnada l elves are assigned a patron ancestor at the moment of birth , and all seek to honor this ancestor. Thos e with the potentia l to become revenants feel a closer bond than most. From childhood, your patron ancestor was more than just a name in song and story. You've had visions of the battles that she fought, seen the lost wonders of Xen'drik and smelt the burnin g flesh of giants. Sometimes you have found yourself spontaneously quoting your patron, astonishing your elders by repeating ancient speeches you've never read before. T h e Keepers of the Past watch those who show such promise. As you adventure, you grow closer to your ancestor. When the moment strikes and you are ready to touch the spirits of legend, you must make your way to one of the great fortresses of the Tairnadal—Taer Valaestas in Valenar or Taer Senadal in Aerenal. Ther e the elder revenants guide you down the path, teaching you to submerge your thoughts in the memories of the past, and to let the spirit of your patron guide your hands. Once you have been set upon the path, it is up to you to find your way closer to your ancestor. Consider his personality and choose your skills and feats accordingly. If he was renowned as a hunter, seek the deadliest game you can find. If he was a soldier first and foremost, find your way to the battlefield! Resources: The revenant order provides few resources for members. You have your blade and ancestral guidance: You should be out bringin g glory to your ancestor's name, not begging for scraps! However, the orders do have a few relics of the ancestors—zaelshin tu and similar items—and if you bring honor to your ancestor and warclan or perform a great service to the Valaes Tairn, you might be given one of these items. T h e greatest treasures of the revenants are the actual swords of the ancestors. Thes e mighty artifacts were all lost in Xen'drik . Findin g your patron ancestor's double scimitar—or recovering it from looters or grave-robbers—is a worthy quest for a revenant blade. REVENANT BLADES IN THE WORLD "The revenants are the treasures of our past and the shapers of the future." —Ilaen Coeliras, Keeper of the Past T h e elf heroes of Xen'dri k are the stuff of legends, possibly the most deadly warriors of history. In the revenants of Valenar, these fearsome soldiers live again. It took the destruction of Xen'dri k to defeat these elf heroes in the past: What impact will the revenant warriors have on this current age? Daily Life : A revenant blade is called to become a hero—to glorify her ancestors and brin g hono r to their names through her own deeds of bravery. Revenant blades are never sedentary. Anyone who walks the path of the revenant either fights on the front lines of battle or wanders the world seeking an opportunity to prove her worth—and her ancestor's. Revenants lead raids out from Valenar into


the Talenta Plains, Q'barra , and the Mournland, even up into Karrnath . Others make their way to Xen'drik, to fight the descendants of the ancient giants or unearth some lost ancestral artifact. Every day brings a new opportunity for glory and honor. Notables: Taerdr a Jennaris (N female elf range r 7/revenant blade 5) is one of the most respected revenants in Valenar today. She is the chief of a large and powerful warclan that frequently raids into Q'barr a at her command. Some suspect Taerdra of resistance to the rule of High King Vadallia, and this situation is expected to come to a head within the next year, when her clan is due to be called up for service to the High King. Jumall Threnell (CG male elf ranger 5/wizard 3/revenant blade 3) leads a small band of revenants in exploring Xen'drik. Jumall is particularly well known in Stormreach, although his reputation there is mixed: All acknowledge his band's heroic deeds, but Jumall himself has stirred up trouble with hill giants who were visiting the city peacefully or even working as part of the city watch. Haverr a Phasha (CE female elf range r 3/fighter 5/revenant blade 3) has brough t a measur e of disgrace to the revenant blades' nascent organization by making an attempt on High Kin g Vadallia's life. She escaped the angry High Kin g and his bodyguards, which certainly helped he r notoriety, but people seem to blame the revenant blades as a whole for the actions of this renegade. Othe r revenant blades have sworn to bring Haverra to justice, but she remains a fugitive, supposedly lurking inside the Mournland. Organization: Th e revenant orde r is a evolving fraternity. Th e art of revenant channelin g is a recent development amon g the elves. Some believe that this is a result of the millenni a of devotion of the Tairnadal, and that the spirits are gaining strength from this reverence. Others say that it is destiny—that this is the age of the elves, and that the heroes are returnin g to lead the Valenar to glory. T h e Keepers of the Past train new revenants and help them find the way onto the path. As part of this training , a revenant must swear an oath of loyalty to Valenar and the High King, promising to answer any call that comes from the Darkwood Crown. As such, the revenants are an elite unit waiting to be called together. As a revenant, you could receive this call at any time—a summons to return to Taer Valaestas, or a call to a distant battle. At the momen t the revenants receive their orders from the High King. But some wonder if the revenants actually represent a threat to Vadallia, particularly in light of the recent attempt on the High King's life. As the revenants regain the memories and skills of the great heroes of the past, will they be content to follow the king? What if the ancestors have old feuds never recorded in legend—or ambitions to rule empires of their own? N PC Reactions T h e revenants channe l the greatest heroes of the elves, and Valena r or Tairnadal warriors have a friendly attitude toward revenants. Typically, the other inhabitants of Khorvair e don't have the knowledge required to recognize a revenant. The key feature that identifies a revenant is the zaelshin amulet, and humans rarely understan d the meanin g of the brooch . However, the Darguuls have come to despise these Valenar warriors, and goblinoids from Darguun typically have an unfriendly attitude toward revenants. Ther e is also the chance that a revenant will encounter an elf—revenant or not—whose patron ancestor holds A revenant blade embodies the heroic spirit of her ancestors


a deadly grudge against the patron of the revenant. This could result in a direct challenge or a more subtle form of attack, and at the least an unfriendly reaction. REVENANT BLADES IN THE GAME Valenar is an aggressive, expansionist nation, and Valenar warbands constantly raid neighboring regions. A revenant blade can be found as the leader of a warband, inspiring his soldiers with his bond to the past. Adventurers exploring Xen'drik might encounter a warband entirely formed of revenant blades, an elite force sent to reclaim lost relics of the elf age of glory. Of course, the Valena r still sell their services as mercenaries—the Auru m (see page 146) could hir e a revenant blade to stalk a troublesome group of adventurers. In an adventurin g party, a revenant blade provides a DM with two paths to explore. Th e character's ancient visions could draw the party to Xen'drik , searching for ancient relics or forgotten secrets of the elf-giant war. Alternatively, the revenant and his allies could be drawn into the evolving politics of Valenar: Perhaps the character's ancestor wants her to lead the elves down a different path from the one High Kin g Vadallia has chosen. Adaptation: Th e revenant blade is merely one of the revenants found in Valenar. By adjusting the class prerequisites and the feats the character can mimic using ancestral guidance, this prestige class can be adapted to reflect other elf ancestors. Revenant bowmen gain access to archery feats, while revenant riders have access to mounted combat feats. Revenant scouts emphasize the stealthy surveillance of enemies and guerrilla tactics. Encounters: Whe n encountere d with a warband, a revenant blade might confront he r enemie s in open battle. Given the choice, she prefers to stalk her foes, taking the time to carefully evaluate their strengths and weaknesses. The Trappings of the Warrior Tairnadal warriors typically wear loose silk clothing and light armor, and favor elaborate engraving and embroidery. They make use of red or brown patterns mimicking blood spatters or stains, so that the gore of battle blends with the elf's clothing. Beyond this, two critical accoutrements define a Valenar warrior: the zaelta and the zaelshin. T h e zaelshin ("spirit bond" ) is an amulet that bears the seal of an elf's patro n ancestor. It is usually worn as a brooch but can be placed in a warrior's helmet, at the center of the forehead. A zaelshin is usually formed from silver and inlaid with jet. A revenant's zaelshin is formed of platinum and inlaid with precious stones that have a specific tie to the warrior's patron ancestor; this piece of jewelry costs 150 gp. The zaelta ("spirit mask") is a veil that covers the lower face. While this item is useful in the harsh environment of the Blade Desert, it is intended to help the wearer submerge his identity within that of his ancestor. With the wearer's face hidden, an observer views only the zaelshin, thus seeing the ancestor instead of the descendant. ZAELSHIN TU Every Valenar warrior reveres his ancestors and carries a zaelshin amulet bearin g the sigil of his patron ancestor with him at all times. With a zaelshin tu. you do more than that: You carry a physical relic of your patron ancestor—a tooth or sliver of bone brought from Xen'drik to Aerena l and encased in your zaelshin amulet. Description: A zaelshin tu looks much like a mundane zaelshin. It is an amulet, formed of platinum and inlaid with precious stones that carry spiritual significance to the ancestor whose sigil is emblazoned on it. It can be worn as a brooch or attached to your helmet at the center of your forehead. No matte r how you display the item, it takes up space on your body as an amulet, which means you can't gain the benefit of any other amulet at the same time (or even another zaelshin tu, if you have more than one). If you use the revenant blade's ancestral guidance ability while wearing a zaelshin tu, the gemstones set in the amulet flare briefly with a dim light. Prerequisite : Only a Tairnada l elf descended from the elf whose sigil adorns the amulet can gain any benefit from a zoehhin tu, and any othe r characte r who wears one triggers a hostile reaction from any Tairnada l he might encounter. Only a revenant blade can use all the item's functions. Activation: Using a zaelshin tu require s no special activation. Th e skill bonuses always apply, and using your ancestral guidanc e ability (if you are a revenant blade) does not requir e you to call on the amulet's power—just your own. Effect: If you meet the prerequisite for using a particular zaelshin tu, you gain a + 2 competence bonus on Hide and Move Silently checks, and a +2 circumstance bonus on Diplomacy checks made to influence the reaction of another Tairnadal elf. If you are also a revenant blade, when you use your ancestral guidance class feature, you gain one extra bonus feat. (A 1st-level revenant blade would then have access to two bonus feats, a 3rd-level character to three, and a 4th - level character to four.) Aura/Caste r Level: Faint transmutation and necromancy; CL 5th. Construction: Craft Wondrous Item, speak with dead, a relic of the particular elf hero, 900 gp, 72 XP, 18 days. Variants: A zaelshin tu tied to a particula r ancestor might grant a competence bonus on different skills rather than Hide and Move Silently. Weight: 1 lb. Price: 1,800 gp.


VILLAINOUS ORGANIZATIONS FORCES OF DARKNESS Conspiracies and cabals fill the world of Eberron, driven by greed, lust for power, or far more sinister goals. While adventurers may never join any of these organizations, members of these groups are not always encountered as enemies. Th e Dreaming Dark might have sinister plans for Khorvaire, but these schemes are completely different from the goals of the Lords of Dust. As a result, a party of adventurers might occasionally receive assistance from an unexpected source. Such aid often has strings attached, and a cautious adventurer might want to consider carefully before dealing with the darkness. The lords of the Aurum are not demons or liches, and few among them have interest in military conquest. Th e members of the Auru m emerge from amon g the rich - est and most influential citizens of Khorvaire— power, influence , and above T h e Auru m is not a tightly bound organization. It is a society cre - Symbol of ated to advance the mutua l interests the Aurum of its members, and a place where the wealthy can enjoy the company of those they consider to be their equals. When you deal with a member of the Aurum, you deal with him alone as he advances his own agenda and not the goals of the Aurum. For this reason, you never know what to expect from the organization. On e Aurum lord might take a liking to you, frequently calling upon your services to recover a new Dhakaani relic for his collection, or to deal with an upstart rival. The next time you set foot in a dungeon, however, you could find yourself opposed by the agents of another coin lord—and your prior service to the society won't help you or serve as a shield. T h e more you deal with the Aurum, the more rumors you might hear. Some say that there is a shadow cabinet within this society of the wealthy—an inne r circle that use the organization's influence for more sinister and significant purposes. So, keep both eyes open when dealing with the Aurum. Their coin is good—but there are likely to be secrets hidden behind the purse strings. You might be dealing with agents of the Aurum if your enemies seem particularly well funded, if they sometimes seem to be working at cross purposes to each other, or if they seem able to bring political and legal forces to bear against you. THE DREAMING DARK Few people in Khorvaire have even heard of the Dreaming Dark. This force is the bitter enemy of the kalashtar, but the kalashtar are extremely reluctant to speak of this conflict with members of other races. As a result, unless you are a kalashtar or have close dealings with them, it is highly unlikely that you know anything about the Dreaming Dark. If you do have allies among the kalashtar, you soon come to know of the Dreamin g Dark, for the organization seeks to destroy the kalashtar WHAT DO YOU KNOW? The Aurum Knowledge (nobility and royalty) DC 20: Th e Auru m is a secretive fraterna l order. It is based in the Mro r Holds, bu t its members includ e wealthy and influential people of all races from across Khorvaire. Many of its members are devoted to the study of history, and they expend vast sums outfittin g expedition s to recover relics of bygone civilizations. DC 25: Th e Mror epic Soldorak Saga contains a passage that some believe relates to the Aurum . Durlu s Soldora k saw th e gold beneat h th e mountain s as a key to powe r in Khorvaire . Accordin g to the saga, he called together the most cunnin g and wealthy clan lords, proposin g the creation of a "cabinet that will rule from the shadows, bindin g king and peasant alike in chains of gold and platinum. " Th e outcome of the meeting is unclear, but in a few of the later verses of the saga a Soldorak is referred to as "Lord of Gold and Shadows." Some bards believe that these passages describe the founding of the Aurum, and that this fraternal orde r is a front for those who seek to control Khorvair e through gold and economic means. The Dreaming Dark Knowledge (the planes) DC 20: Th e Dreaming Dark is the force that controls Dal Quor, the region of dreams. DC 25 : Th e kalashtar believe that the Dreamin g Dark is trying to influ - ence Eberron . DC 30: According to these stories, the Dreamin g Dark has placed agents across Eberron ; these are primarily human s willingly possessed by quori spirits, but also include inno - cent people influenced by the mental powers of the quori. Knowledge (psionics) DC 20: Over the last few years, you have heard rumors of the conspiracy known as the Dreaming Dark. Its motives are unclear, but its agents are among the most powerful psions in Eberron . (continued on page 148)


by any means possible. If an opportunit y presents itself, an agent of the Dark acts directly—a kalashtar alone in the wilds might just as well be asking for an assassin to teleport in and strike him down. However, the lords of the Dreamin g Dark are also masters of subtle manipulation , and they never act overtly if ther e is any risk of revealing their plans. Agents of the Dark might use telepathically controlled proxies to do their dirty work—attacking you directly but leaving you with no links or leads back to your true foe. Th e Dreamin g Dark also takes great pleasure in using social manipulatio n to brin g down its enemies. If you oppose the Dark, you might find yourself framed for a crime you didn't commit. Alternatively, an agent of the Dreamin g Dark might stir up paranoia aroun d adventurers in general, or foment fear and distrust against those who bear dragonmarks, or against warforged, or whatever else might direct the hatred of good people in your direc - tion. They might even find ways to trick you into doing their dirty work—for example, by convincing you that an innocent kalashtar is an evil warlock responsible for your recent woes. If you cross paths with the Dreaming Dark, the only good advice is to watch your back. Take nothing for granted, and keep a close and careful eye on your allies. In the long run, any individuals can be turned to the Dark, whether they are tricked into serving the cause or have their minds influenced from within. You might be dealing with agents of the Dreaming Dark if your enemies manifest psionic powers, if they are obviously (or subtly) foreign in dress or dialect, or if formerly trusted allies turn against you. THE LORDS OF DUST Every follower of the Silver Flame has heard the tale of the Serpent and the Demon. In 299 YK, a terrible force was unleashed in Thrane , and all manne r of fiends flocked from the shadows to venerate this dark lord. However, before the mighty demon could completely free itself from its bonds, the paladin Tira Miron appeared, accompanied by a feathered serpent with rainbow plumage. Th e mighty fiend, as it turned out, could not be slain. Th e best that could be hoped was to put it in secure bonds again, and this Tir a did at the cost of he r own life. Throug h her sacrifice, humanit y learned of the Silver Flame—the force that has held the fiend lords at bay since the most ancient of days. Few people know the full histor y of thes e demons, however. In the first age, Khyber gave birth to a host of fiends. Th e rakshasas were the least of these, whil e the mightiest were demon lords with unique powers and abilities that made them like gods. Thes e archfiends Symbol of the ruled over the lesser spirLords of Dust its and became known as the rakshasa rajahs. In time, a combined force of dragons and couatls defeated these demons, with the mightiest among them bound by the Silver Flame. Th e weaker spirits slipped through the net, however. Immorta l and cunning, they have had tens of thousands of years to plot and scheme. Some seek to free their ancient masters from imprisonment (this was how the fiend lord held beneath the Tamor Hills in Thran e escaped his bonds). Others seek to seize the power of the imprisoned rajahs for their own. Finally, some simply take pleasure in spreading chaos and pain, playing with mortal civilizations like a child plays with dolls. These are the Lords of Dust. T h e Lords of Dust are cunnin g shapeshifters, and their plans (often unfolding over centuries) are difficult for mortals to fathom. Th e best advice one can take when dealing with the Lords of Dust is to be wary and trust nothing: These ancient fiends favor illusion and deception above all. It is particularly difficult to determin e whether the Lords of Dust are involved in a given intrigue or adventure , since their motivations are so obscur e and their methods so subtle. However, if ancient and powerful magic is involved, if your enemies seem utterly ruthless or wildly chaotic, or if you find yourself lost in an endlessly tangled web of subterfuge, you might be dealing with the Lords of Dust.


THE ORDER OF THE EMERALD CLAW In the beginning of the Last War, the agents of the Order of the Emerald Claw were the heroes of Karrnath. Their devotion to their nation was matched only by their cunning and skill at arms. The knights of the order were instrumental in Karrnath's military success, and it is now believed that certain acts of espionage and sabotage that occurred in other nations were their secret handiwork. As time passed, though, the King of Karrnath began to have his doubts about the order. The knights of the Emerald Claw were fiercely devoted to Karrnath, but few outside the order's highest levels knew that their devotion masked service to another master—the Blood of Vol. Ultimately, edicts were passed condemning the order for its violent activities, and by 980 YK it was formally disbanded and outlawed by Moranna, the regent of Karrnath. But while the Emerald Claw no longer has any ties to the government of Karrnath, it continues to operate in the Symbol of the Order shadows across Khorvaire. The order claims of the Emerald Claw to still be dedicated to Karrnath, but makes known its belief that Kaius III is weak and that he betrayed the country when he sought peace. Few outside the most high-ranking members of the order understand and appreciate the true connection between the order and the Blood of Vol. Most assume that since the order consists of loyal Karrnathi, it is understandable that some of its members follow the teachings of the Blood. The truth is, however, that Vol created the order not to help Karrnath, but to help herself. The Emerald Claw represents the claw of a green dragon, a connection to Vol's heritage as a half-dragon. It has members, both recognized and hidden, operating throughout the Five Nations and beyond. These members serve as Vol's eyes and ears, her devoted army, and her trusted hunters of arcane relics of power. When dealing with the Order of the Emerald Claw, it is easy to dismiss them as zealots and extremists. Of all the villains in Eberron, they are perhaps the most straightforward—where you find the order, you can usually assume that evil is afoot. Never underestimate the Order of the Emerald Claw, though, for it can attract skilled wizards and warriors to its banner, and the organization's combination of patriotism and (secret) religious fervor wins it many allies among the common folk. The order might invariably be dedicated to evil, but it can still dupe good people into serving its ends. You might be dealing with the Order of the Emerald Claw if your foes include intelligent undead such as vampires or liches, if they reveal Karrnathi accents, or if they display high levels of military or magical training. Naturally, if you see the symbol of the order displayed on shields or helmets, it's a dead giveaway that the order is involved. Outside Karrnath and particularly beyond Khorvaire, members of the order do not always take pains to conceal their affiliation. Some stories say that they are invaders from Sarlona, others that they come from another plane, while some claim that the Dreaming Dark is one monolithic spirit that uses mindseed to claim followers of all races and nations. The Lords of Dust Knowledge (religion) DC 15: In ancient times, mighty fiends ruled the land. These were the children of the dark dragon Khyber. The universe could not stand to see such evil roaming free, and the Silver Flame took form to bind this terrible darkness in the depths of the world. DC 18 : While the greatest fiends were trapped by the Silver Flame, their weaker servants were able to slip through the bonds, like small fish slipping through nets made to catch krakens. These treacherous fiends remain in the world, and the templars of the Silver Flame must be ever vigilant to prevent these demons from freeing their bound masters. Some of the fiends have joined together in an alliance called the Lords of Dust, a name that refers to the ancient powers they have lost. DC 22: The most common order of fiend among these Lords of Dust is the rakshasa. A rakshasa is a clever shapeshifting demon that can assume any humanoid form and possesses considerable magic powers of its own. Rakshasas are resistant to most magic, and neither sword nor mace can harm them—only a spear or arrow blessed by the forces of good can penetrate such a demon's hide. The Order of the Emerald Claw Knowledge (History) Karrns receive a +5 bonus on this check. DC 15: The Order of the Emerald Claw was a chivalric order that served King Kaius I and his successors during the Last War. The order was outlawed in 980 YK for extremist activities, and King Kaius III has gone to great lengths in an attempt to stamp it out. The order continues to remain active in the shadows of Karrnath and beyond, but it is now seen as a terrorist organization.


T h e following two spells, two psionic powers, and one feat represent only a few of the powers developed by the forces of darkness or by those who oppose them. Price of Loyalty Enchantment (Charm) [Mind-Affecting] Level: Sorcerer/wizard 2 Components: F Casting Time : 1 standard action Range: Touch Target: On e humanoid Duration: On e hour/level Saving Throw: Will negates Spell Resistance: Yes Gold and greed are the two tools of the Aurum, and this subtle charm uses one to harness the other. Th e effects of price of loyalty are identical to charm person. The drawbacks are the limited range and the fact that the target must accept your offer of a platinum piece (the spell's focus) for the spell to take effect. Th e advantage is the subtle nature of the enchantment. Price of loyalty requires no gestures or incantations, and there are no signs of magic; whether or not the target succeeds on his saving throw, he will never know that a spell was cast. However, the effect can still be discerned by detect magic and similar spells. Focus: On e platinum piece. Sentinel's Watch Divination Level: Sorcerer/wizard 2 Components: V, S, M Casting Time : 1 standard action Range: Touch Target: On e humanoid Duration: On e hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes Subtle dangers hide throughou t the world of Eberron . Changelings and doppelgangers work the whims of the Traveler. Ancient spirits scheme to destroy huma n civilization. In these dark times, little is exactly what it appears to be. Protection is the duty of House Deneith, and in 756 YK Jolas d'Deneith , a mage of the Twelve, developed this ritual to strengthen the eyes of those who served his house. Sentinel's watch wards the subject against deception, allowing him to pierce falsehoods of all forms. While protected by sentinel 'swatch, the subject receives a + 5 competence bonus on the following checks and saves. • Spot checks to penetrat e any form of disguise or illusion. • Sense Motive checks made to oppose Bluff checks. • Will saves to resist enchantment or illusion effects. If the subject bears the Mark of Sentine l or the Mark of Detection, these bonuses are increased to +6. Material Component: A piece of quartz, which is touched to the eyes of the subject. Blade of Light Psychoportation Level: Psychic warrior 4 Display; Material Manifesting Time : 1 swift action Range: Touch Target: Weapon touched Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 7 The psychic warriors of the kalashtar, dedicated to battling the Dreamin g Dark, developed this power to help in this struggle, but it's equally effective when dealing with creature s of Xoriat or demons from Shavarath. This power surround s one weapon with a softly glowing energy field that is anathema to fiends. When the weapon strikes an evil extraplana r creature , it deals an extra 2d6 points of damage . This power has a weaker effect on creature s that are merely possessed by outsiders (such as the Inspired); in such cases, the weapon deals an extra 2d6 points of non - lethal damage. Dissonant Touch Telepathy [Mind-Affecting] Level: Psychic warrior 2, telepath 2 Display: Visual Manifesting Time : 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: None Power Resistance: No Power Points: 3 T h e assassins of the Dreaming Dark enjoy toying with their prey. This psionic attack disrupts the nervous system of the victim, causing intense weakness or disorientation for the duration of the effect. When you use dissonant touch, a successful melee touch attack causes your victim to take a penalty of ld6 points to either Strength or Dexterity; you choose which before you make the attack. Th e affected ability score cannot be reduced below 0, and if you use this ability more than once on the same victim, only the greatest penalty is applied. Augment: For every 2 additional power points you spend, the penalty is increased by 1 point. If you spend an additional 6 power points, the penalty applies to both Strength and Dexterity. Feat: Death's Blood T h e Mark of Death has passed from the world. But while the line of Vol was eliminate d by the elves thousands of years ago, the Quee n of the Dead has conducted experiments designed to retur n the mark to the world. On e of your ancestors was involved in these experiments, and this heritage gives you a natura l resistance to necro - manti c effects. Prerequisite: Elf or half-elf. Benefit: You gain a +4 bonus on saves against necromancy spells or spell-like abilities.


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